dolphin/Source/Core/Core/Src/LuaInterface.cpp
hrydgard a3c96ac42c Warp back to 5578. Sorry for the lost changes, please re-apply. Reason: 5579 is a complete disaster.
Not only does it change tons of files to switch to a new and non-working (it doesn't parse my ini files, at least) ini parser, it also reshuffles a lot of code and removes a plugin. The latter part is fine, but doing these two major switches in one revision, one of which is broken, is completely unacceptable. I said to merge tiny changes, not massive reworkings.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5589 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-06-03 18:05:08 +00:00

4898 lines
139 KiB
C++

// Copyright (C) 2003 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <vector>
#include <map>
#include <cassert>
#include <algorithm>
#include "zlib.h"
#include "LuaInterface.h"
#include "Common.h"
#include "OnFrame.h"
#include "Core.h"
#include "State.h"
#include "ConfigManager.h"
#include "PluginManager.h"
#include "HW/Memmap.h"
#include "Host.h"
#include "PowerPC/PowerPC.h"
#include "CoreTiming.h"
extern "C" {
#include "lua.h"
#include "lauxlib.h"
#include "lualib.h"
#include "lstate.h"
};
// TODO Count: 7
#if defined(DEBUG) || defined(DEBUGFAST)
bool Debug = true;
#else
bool Debug = false;
#endif
namespace Lua {
int disableSound2, disableRamSearchUpdate;
bool BackgroundInput;
bool g_disableStatestateWarnings;
bool g_onlyCallSavestateCallbacks;
bool frameadvSkipLagForceDisable;
bool SkipNextRerecordIncrement;
enum SpeedMode
{
SPEEDMODE_NORMAL,
SPEEDMODE_NOTHROTTLE,
SPEEDMODE_TURBO,
SPEEDMODE_MAXIMUM,
};
struct LuaContextInfo {
lua_State* L; // the Lua state
bool started; // script has been started and hasn't yet been terminated, although it may not be currently running
bool running; // script is currently running code (either the main call to the script or the callbacks it registered)
bool returned; // main call to the script has returned (but it may still be active if it registered callbacks)
bool crashed; // true if script has errored out
bool restart; // if true, tells the script-running code to restart the script when the script stops
bool restartLater; // set to true when a still-running script is stopped so that RestartAllLuaScripts can know which scripts to restart
unsigned int worryCount; // counts up as the script executes, gets reset when the application is able to process messages, triggers a warning prompt if it gets too high
bool stopWorrying; // set to true if the user says to let the script run forever despite appearing to be frozen
bool panic; // if set to true, tells the script to terminate as soon as it can do so safely (used because directly calling lua_close() or luaL_error() is unsafe in some contexts)
bool ranExit; // used to prevent a registered exit callback from ever getting called more than once
bool guiFuncsNeedDeferring; // true whenever GUI drawing would be cleared by the next emulation update before it would be visible, and thus needs to be deferred until after the next emulation update
int numDeferredGUIFuncs; // number of deferred function calls accumulated, used to impose an arbitrary limit to avoid running out of memory
bool ranFrameAdvance; // false if emu.frameadvance() hasn't been called yet
int transparencyModifier; // values less than 255 will scale down the opacity of whatever the GUI renders, values greater than 255 will increase the opacity of anything transparent the GUI renders
SpeedMode speedMode; // determines how emu.frameadvance() acts
char panicMessage [72]; // a message to print if the script terminates due to panic being set
std::string lastFilename; // path to where the script last ran from so that restart can work (note: storing the script in memory instead would not be useful because we always want the most up-to-date script from file)
std::string nextFilename; // path to where the script should run from next, mainly used in case the restart flag is true
unsigned int dataSaveKey; // crc32 of the save data key, used to decide which script should get which data... by default (if no key is specified) it's calculated from the script filename
unsigned int dataLoadKey; // same as dataSaveKey but set through registerload instead of registersave if the two differ
bool dataSaveLoadKeySet; // false if the data save keys are unset or set to their default value
bool rerecordCountingDisabled; // true if this script has disabled rerecord counting for the savestates it loads
std::vector<std::string> persistVars; // names of the global variables to persist, kept here so their associated values can be output when the script exits
LuaSaveData newDefaultData; // data about the default state of persisted global variables, which we save on script exit so we can detect when the default value has changed to make it easier to reset persisted variables
unsigned int numMemHooks; // number of registered memory functions (1 per hooked byte)
// callbacks into the lua window... these don't need to exist per context the way I'm using them, but whatever
void(*print)(int uid, const char* str);
void(*onstart)(int uid);
void(*onstop)(int uid, bool statusOK);
};
std::map<int, LuaContextInfo*> luaContextInfo;
std::map<lua_State*, int> luaStateToUIDMap;
int g_numScriptsStarted = 0;
bool g_anyScriptsHighSpeed = false;
bool g_stopAllScriptsEnabled = true;
#define USE_INFO_STACK
#ifdef USE_INFO_STACK
std::vector<LuaContextInfo*> infoStack;
#define GetCurrentInfo() *infoStack.front() // should be faster but relies on infoStack correctly being updated to always have the current info in the first element
#else
std::map<lua_State*, LuaContextInfo*> luaStateToContextMap;
#define GetCurrentInfo() *luaStateToContextMap[L] // should always work but might be slower
#endif
static std::map<lua_CFunction, const char*> s_cFuncInfoMap;
// using this macro you can define a callable-from-Lua function
// while associating with it some information about its arguments.
// that information will show up if the user tries to print the function
// or otherwise convert it to a string.
// (for example, "writebyte=function(addr,value)" instead of "writebyte=function:0A403490")
// note that the user can always use addressof(func) if they want to retrieve the address.
#define DEFINE_LUA_FUNCTION(name, argstring) \
static int name(lua_State* L); \
static const char* name##_args = s_cFuncInfoMap[name] = argstring; \
static int name(lua_State* L)
static const char* luaCallIDStrings [] =
{
"CALL_BEFOREEMULATION",
"CALL_AFTEREMULATION",
"CALL_AFTEREMULATIONGUI",
"CALL_BEFOREEXIT",
"CALL_BEFORESAVE",
"CALL_AFTERLOAD",
"CALL_ONSTART",
"CALL_HOTKEY_1",
"CALL_HOTKEY_2",
"CALL_HOTKEY_3",
"CALL_HOTKEY_4",
"CALL_HOTKEY_5",
"CALL_HOTKEY_6",
"CALL_HOTKEY_7",
"CALL_HOTKEY_8",
"CALL_HOTKEY_9",
"CALL_HOTKEY_10",
"CALL_HOTKEY_11",
"CALL_HOTKEY_12",
"CALL_HOTKEY_13",
"CALL_HOTKEY_14",
"CALL_HOTKEY_15",
"CALL_HOTKEY_16",
};
//static const int _makeSureWeHaveTheRightNumberOfStrings [sizeof(luaCallIDStrings)/sizeof(*luaCallIDStrings) == LUACALL_COUNT ? 1 : 0];
static const char* luaMemHookTypeStrings [] =
{
"MEMHOOK_WRITE",
"MEMHOOK_READ",
"MEMHOOK_EXEC",
"MEMHOOK_WRITE_SUB",
"MEMHOOK_READ_SUB",
"MEMHOOK_EXEC_SUB",
};
//static const int _makeSureWeHaveTheRightNumberOfStrings2 [sizeof(luaMemHookTypeStrings)/sizeof(*luaMemHookTypeStrings) == LUAMEMHOOK_COUNT ? 1 : 0];
void StopScriptIfFinished(int uid, bool justReturned = false);
void SetSaveKey(LuaContextInfo& info, const char* key);
void SetLoadKey(LuaContextInfo& info, const char* key);
void RefreshScriptStartedStatus();
void RefreshScriptSpeedStatus();
static char* rawToCString(lua_State* L, int idx=0);
static const char* toCString(lua_State* L, int idx=0);
static void CalculateMemHookRegions(LuaMemHookType hookType);
static int memory_registerHook(lua_State* L, LuaMemHookType hookType, int defaultSize)
{
// get first argument: address
unsigned int addr = (unsigned int)luaL_checkinteger(L,1);
if((addr & ~0xFFFFFF) == (unsigned int)~0xFFFFFF)
addr &= 0xFFFFFF;
// get optional second argument: size
int size = defaultSize;
int funcIdx = 2;
if(lua_isnumber(L,2))
{
size = (int)luaL_checkinteger(L,2);
if(size < 0)
{
size = -size;
addr -= size;
}
funcIdx++;
}
// check last argument: callback function
bool clearing = lua_isnil(L,funcIdx);
if(!clearing)
luaL_checktype(L, funcIdx, LUA_TFUNCTION);
lua_settop(L,funcIdx);
// get the address-to-callback table for this hook type of the current script
lua_getfield(L, LUA_REGISTRYINDEX, luaMemHookTypeStrings[hookType]);
// count how many callback functions we'll be displacing
int numFuncsAfter = clearing ? 0 : size;
int numFuncsBefore = 0;
for(unsigned int i = addr; i != addr+size; i++)
{
lua_rawgeti(L, -1, i);
if(lua_isfunction(L, -1))
numFuncsBefore++;
lua_pop(L,1);
}
// put the callback function in the address slots
for(unsigned int i = addr; i != addr+size; i++)
{
lua_pushvalue(L, -2);
lua_rawseti(L, -2, i);
}
// adjust the count of active hooks
LuaContextInfo& info = GetCurrentInfo();
info.numMemHooks += numFuncsAfter - numFuncsBefore;
// re-cache regions of hooked memory across all scripts
CalculateMemHookRegions(hookType);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 0;
}
LuaMemHookType MatchHookTypeToCPU(lua_State* L, LuaMemHookType hookType)
{
int cpuID = 0;
int cpunameIndex = 0;
if(lua_type(L,2) == LUA_TSTRING)
cpunameIndex = 2;
else if(lua_type(L,3) == LUA_TSTRING)
cpunameIndex = 3;
if(cpunameIndex)
{
const char* cpuName = lua_tostring(L, cpunameIndex);
if(!strcasecmp(cpuName, "sub") || !strcasecmp(cpuName, "s68k"))
cpuID = 1;
lua_remove(L, cpunameIndex);
}
switch(cpuID)
{
case 0: // m68k:
return hookType;
case 1: // s68k:
switch(hookType)
{
case LUAMEMHOOK_WRITE: return LUAMEMHOOK_WRITE_SUB;
case LUAMEMHOOK_READ: return LUAMEMHOOK_READ_SUB;
case LUAMEMHOOK_EXEC: return LUAMEMHOOK_EXEC_SUB;
case LUAMEMHOOK_WRITE_SUB:
case LUAMEMHOOK_READ_SUB:
case LUAMEMHOOK_EXEC_SUB:
case LUAMEMHOOK_COUNT:
break;
}
}
return hookType;
}
DEFINE_LUA_FUNCTION(memory_registerwrite, "address,[size=1,][cpuname=\"main\",]func")
{
return memory_registerHook(L, MatchHookTypeToCPU(L,LUAMEMHOOK_WRITE), 1);
}
DEFINE_LUA_FUNCTION(memory_registerread, "address,[size=1,][cpuname=\"main\",]func")
{
return memory_registerHook(L, MatchHookTypeToCPU(L,LUAMEMHOOK_READ), 1);
}
DEFINE_LUA_FUNCTION(memory_registerexec, "address,[size=2,][cpuname=\"main\",]func")
{
return memory_registerHook(L, MatchHookTypeToCPU(L,LUAMEMHOOK_EXEC), 2);
}
DEFINE_LUA_FUNCTION(emulua_registerbefore, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEMULATION]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEMULATION]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(emulua_registerafter, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATION]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATION]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(emulua_registerexit, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEXIT]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEXIT]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(emulua_registerstart, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_ONSTART]);
lua_insert(L,1);
lua_pushvalue(L,-1); // copy the function so we can also call it
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_ONSTART]);
if (!lua_isnil(L,-1) && (Core::isRunning()))
lua_call(L,0,0); // call the function now since the game has already started and this start function hasn't been called yet
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(gui_register, "func")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATIONGUI]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTEREMULATIONGUI]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(state_registersave, "func[,savekey]")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
if (!lua_isnoneornil(L,2))
SetSaveKey(GetCurrentInfo(), rawToCString(L,2));
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFORESAVE]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFORESAVE]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(state_registerload, "func[,loadkey]")
{
if (!lua_isnil(L,1))
luaL_checktype(L, 1, LUA_TFUNCTION);
if (!lua_isnoneornil(L,2))
SetLoadKey(GetCurrentInfo(), rawToCString(L,2));
lua_settop(L,1);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTERLOAD]);
lua_insert(L,1);
lua_setfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_AFTERLOAD]);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
DEFINE_LUA_FUNCTION(input_registerhotkey, "keynum,func")
{
int hotkeyNumber = (int)luaL_checkinteger(L,1);
if(hotkeyNumber < 1 || hotkeyNumber > 16)
{
luaL_error(L, "input.registerhotkey(n,func) requires 1 <= n <= 16, but got n = %d.", hotkeyNumber);
return 0;
}
else
{
const char* key = luaCallIDStrings[LUACALL_SCRIPT_HOTKEY_1 + hotkeyNumber-1];
lua_getfield(L, LUA_REGISTRYINDEX, key);
lua_replace(L,1);
if (!lua_isnil(L,2))
luaL_checktype(L, 2, LUA_TFUNCTION);
lua_settop(L,2);
lua_setfield(L, LUA_REGISTRYINDEX, key);
StopScriptIfFinished(luaStateToUIDMap[L]);
return 1;
}
}
static int doPopup(lua_State* L, const char* deftype, const char* deficon)
{
const char* str = toCString(L,1);
const char* type = lua_type(L,2) == LUA_TSTRING ? lua_tostring(L,2) : deftype;
const char* icon = lua_type(L,3) == LUA_TSTRING ? lua_tostring(L,3) : deficon;
int itype = -1, iters = 0;
while(itype == -1 && iters++ < 2)
{
if(!strcasecmp(type, "ok")) itype = 0;
else if(!strcasecmp(type, "yesno")) itype = 1;
else type = deftype;
}
assert(itype >= 0 && itype <= 4);
if(!(itype >= 0 && itype <= 4)) itype = 0;
int iicon = -1; iters = 0;
while(iicon == -1 && iters++ < 2)
{
if(!strcasecmp(icon, "message") || !strcasecmp(icon, "notice")) iicon = 0;
else if(!strcasecmp(icon, "warning") || !strcasecmp(icon, "error")) iicon = 1;
else icon = deficon;
}
assert(iicon >= 0 && iicon <= 3);
if(!(iicon >= 0 && iicon <= 3)) iicon = 0;
const char* answer = "ok";
if(itype == 1)
answer = PanicYesNo(str) ? "yes" : "no";
else if(iicon == 1)
SuccessAlert(str);
else
PanicAlert(str);
lua_pushstring(L, answer);
return 1;
}
// string gui.popup(string message, string type = "ok", string icon = "message")
// string input.popup(string message, string type = "yesno", string icon = "question")
DEFINE_LUA_FUNCTION(gui_popup, "message[,type=\"ok\"[,icon=\"message\"]]")
{
return doPopup(L, "ok", "message");
}
DEFINE_LUA_FUNCTION(input_popup, "message[,type=\"yesno\"[,icon=\"question\"]]")
{
return doPopup(L, "yesno", "question");
}
static const char* FilenameFromPath(const char* path)
{
const char* slash1 = strrchr(path, '\\');
const char* slash2 = strrchr(path, '/');
if(slash1) slash1++;
if(slash2) slash2++;
const char* rv = path;
rv = max(rv, slash1);
rv = max(rv, slash2);
if(!rv) rv = "";
return rv;
}
static void toCStringConverter(lua_State* L, int i, char*& ptr, int& remaining);
// compare the contents of two items on the Lua stack to determine if they differ
// only works for relatively simple, saveable items (numbers, strings, bools, nil, and possibly-nested tables of those, up to a certain max length)
// not the best implementation, but good enough for what it's currently used for
static bool luaValueContentsDiffer(lua_State* L, int idx1, int idx2)
{
static const int maxLen = 8192;
static char str1[maxLen];
static char str2[maxLen];
str1[0] = 0;
str2[0] = 0;
char* ptr1 = str1;
char* ptr2 = str2;
int remaining1 = maxLen;
int remaining2 = maxLen;
toCStringConverter(L, idx1, ptr1, remaining1);
toCStringConverter(L, idx2, ptr2, remaining2);
return (remaining1 != remaining2) || (strcmp(str1,str2) != 0);
}
// fills output with the path
// also returns a pointer to the first character in the filename (non-directory) part of the path
static char* ConstructScriptSaveDataPath(char* output, int bufferSize, LuaContextInfo& info)
{
// Get_State_File_Name(output); TODO
char* slash1 = strrchr(output, '\\');
char* slash2 = strrchr(output, '/');
if(slash1) slash1[1] = '\0';
if(slash2) slash2[1] = '\0';
char* rv = output + strlen(output);
strncat(output, "u.", bufferSize-(strlen(output)+1));
if(!info.dataSaveLoadKeySet)
strncat(output, FilenameFromPath(info.lastFilename.c_str()), bufferSize-(strlen(output)+1));
else
snprintf(output+strlen(output), bufferSize-(strlen(output)+1), "%X", info.dataSaveKey);
strncat(output, ".luasav", bufferSize-(strlen(output)+1));
return rv;
}
// emu.persistglobalvariables({
// variable1 = defaultvalue1,
// variable2 = defaultvalue2,
// etc
// })
// takes a table with variable names as the keys and default values as the values,
// and defines each of those variables names as a global variable,
// setting them equal to the values they had the last time the script exited,
// or (if that isn't available) setting them equal to the provided default values.
// as a special case, if you want the default value for a variable to be nil,
// then put the variable name alone in quotes as an entry in the table without saying "= nil".
// this special case is because tables in lua don't store nil valued entries.
// also, if you change the default value that will reset the variable to the new default.
DEFINE_LUA_FUNCTION(emulua_persistglobalvariables, "variabletable")
{
int uid = luaStateToUIDMap[L];
LuaContextInfo& info = GetCurrentInfo();
// construct a path we can load the persistent variables from
char path [1024] = {0};
char* pathTypeChrPtr = ConstructScriptSaveDataPath(path, 1024, info);
// load the previously-saved final variable values from file
LuaSaveData exitData;
{
*pathTypeChrPtr = 'e';
FILE* persistFile = fopen(path, "rb");
if(persistFile)
{
exitData.ImportRecords(persistFile);
fclose(persistFile);
}
}
// load the previously-saved default variable values from file
LuaSaveData defaultData;
{
*pathTypeChrPtr = 'd';
FILE* defaultsFile = fopen(path, "rb");
if(defaultsFile)
{
defaultData.ImportRecords(defaultsFile);
fclose(defaultsFile);
}
}
// loop through the passed-in variables,
// exposing a global variable to the script for each one
// while also keeping a record of their names
// so we can save them (to the persistFile) later when the script exits
int numTables = lua_gettop(L);
for(int i = 1; i <= numTables; i++)
{
luaL_checktype(L, i, LUA_TTABLE);
lua_pushnil(L); // before first key
int keyIndex = lua_gettop(L);
int valueIndex = keyIndex + 1;
while(lua_next(L, i))
{
int keyType = lua_type(L, keyIndex);
int valueType = lua_type(L, valueIndex);
if(keyType == LUA_TSTRING && valueType <= LUA_TTABLE && valueType != LUA_TLIGHTUSERDATA)
{
// variablename = defaultvalue,
// duplicate the key first because lua_next() needs to eat that
lua_pushvalue(L, keyIndex);
lua_insert(L, keyIndex);
}
else if(keyType == LUA_TNUMBER && valueType == LUA_TSTRING)
{
// "variablename",
// or [index] = "variablename",
// defaultvalue is assumed to be nil
lua_pushnil(L);
}
else
{
luaL_error(L, "'%s' = '%s' entries are not allowed in the table passed to emu.persistglobalvariables()", lua_typename(L,keyType), lua_typename(L,valueType));
}
int varNameIndex = valueIndex;
int defaultIndex = valueIndex+1;
// keep track of the variable name for later
const char* varName = lua_tostring(L, varNameIndex);
info.persistVars.push_back(varName);
unsigned int varNameCRC = crc32(0, (const unsigned char*)varName, (int)strlen(varName));
info.newDefaultData.SaveRecordPartial(uid, varNameCRC, defaultIndex);
// load the previous default value for this variable if it exists.
// if the new default is different than the old one,
// assume the user wants to set the value to the new default value
// instead of the previously-saved exit value.
bool attemptPersist = true;
defaultData.LoadRecord(uid, varNameCRC, 1);
lua_pushnil(L);
if(luaValueContentsDiffer(L, defaultIndex, defaultIndex+1))
attemptPersist = false;
lua_settop(L, defaultIndex);
if(attemptPersist)
{
// load the previous saved value for this variable if it exists
exitData.LoadRecord(uid, varNameCRC, 1);
if(lua_gettop(L) > defaultIndex)
lua_remove(L, defaultIndex); // replace value with loaded record
lua_settop(L, defaultIndex);
}
// set the global variable
lua_settable(L, LUA_GLOBALSINDEX);
assert(lua_gettop(L) == keyIndex);
}
}
return 0;
}
static const char* deferredGUIIDString = "lazygui";
// store the most recent C function call from Lua (and all its arguments)
// for later evaluation
void DeferFunctionCall(lua_State* L, const char* idstring)
{
// there might be a cleaner way of doing this using lua_pushcclosure and lua_getref
int num = lua_gettop(L);
// get the C function pointer
//lua_CFunction cf = lua_tocfunction(L, -(num+1));
lua_CFunction cf = (L->ci->func)->value.gc->cl.c.f;
assert(cf);
lua_pushcfunction(L,cf);
// make a list of the function and its arguments (and also pop those arguments from the stack)
lua_createtable(L, num+1, 0);
lua_insert(L, 1);
for(int n = num+1; n > 0; n--)
lua_rawseti(L, 1, n);
// put the list into a global array
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
lua_insert(L, 1);
int curSize = (int)lua_objlen(L, 1);
lua_rawseti(L, 1, curSize+1);
// clean the stack
lua_settop(L, 0);
}
void CallDeferredFunctions(lua_State* L, const char* idstring)
{
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
int numCalls = (int)lua_objlen(L, 1);
for(int i = 1; i <= numCalls; i++)
{
lua_rawgeti(L, 1, i); // get the function+arguments list
int listSize = (int)lua_objlen(L, 2);
// push the arguments and the function
for(int j = 1; j <= listSize; j++)
lua_rawgeti(L, 2, j);
// get and pop the function
lua_CFunction cf = lua_tocfunction(L, -1);
lua_pop(L, 1);
// shift first argument to slot 1 and call the function
lua_remove(L, 2);
lua_remove(L, 1);
cf(L);
// prepare for next iteration
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
}
// clear the list of deferred functions
lua_newtable(L);
lua_setfield(L, LUA_REGISTRYINDEX, idstring);
LuaContextInfo& info = GetCurrentInfo();
info.numDeferredGUIFuncs = 0;
// clean the stack
lua_settop(L, 0);
}
#define MAX_DEFERRED_COUNT 16384
bool DeferGUIFuncIfNeeded(lua_State* L)
{
LuaContextInfo& info = GetCurrentInfo();
if(info.speedMode == SPEEDMODE_MAXIMUM)
{
// if the mode is "maximum" then discard all GUI function calls
// and pretend it was because we deferred them
return true;
}
if(info.guiFuncsNeedDeferring)
{
if(info.numDeferredGUIFuncs < MAX_DEFERRED_COUNT)
{
// defer whatever function called this one until later
DeferFunctionCall(L, deferredGUIIDString);
info.numDeferredGUIFuncs++;
}
else
{
// too many deferred functions on the same frame
// silently discard the rest
}
return true;
}
// ok to run the function right now
return false;
}
void worry(lua_State* L, int intensity)
{
LuaContextInfo& info = GetCurrentInfo();
info.worryCount += intensity;
}
static inline bool isalphaorunderscore(char c)
{
return isalpha(c) || c == '_';
}
static std::vector<const void*> s_tableAddressStack; // prevents infinite recursion of a table within a table (when cycle is found, print something like table:parent)
static std::vector<const void*> s_metacallStack; // prevents infinite recursion if something's __tostring returns another table that contains that something (when cycle is found, print the inner result without using __tostring)
#define APPENDPRINT { int _n = snprintf(ptr, remaining,
#define END ); if(_n >= 0) { ptr += _n; remaining -= _n; } else { remaining = 0; } }
static void toCStringConverter(lua_State* L, int i, char*& ptr, int& remaining)
{
if(remaining <= 0)
return;
// if there is a __tostring metamethod then call it
int usedMeta = luaL_callmeta(L, i, "__tostring");
if(usedMeta)
{
std::vector<const void*>::const_iterator foundCycleIter = std::find(s_metacallStack.begin(), s_metacallStack.end(), lua_topointer(L,i));
if(foundCycleIter != s_metacallStack.end())
{
lua_pop(L, 1);
usedMeta = false;
}
else
{
s_metacallStack.push_back(lua_topointer(L,i));
i = lua_gettop(L);
}
}
switch(lua_type(L, i))
{
case LUA_TNONE: break;
case LUA_TNIL: APPENDPRINT "nil" END break;
case LUA_TBOOLEAN: APPENDPRINT lua_toboolean(L,i) ? "true" : "false" END break;
case LUA_TSTRING: APPENDPRINT "%s", lua_tostring(L,i) END break;
case LUA_TNUMBER: APPENDPRINT "%.12Lg", (long double)lua_tonumber(L,i) END break;
case LUA_TFUNCTION:
if((L->base + i-1)->value.gc->cl.c.isC)
{
lua_CFunction func = lua_tocfunction(L, i);
std::map<lua_CFunction, const char*>::iterator iter = s_cFuncInfoMap.find(func);
if(iter == s_cFuncInfoMap.end())
goto defcase;
APPENDPRINT "function(%s)", iter->second END
}
else
{
APPENDPRINT "function(" END
Proto* p = (L->base + i-1)->value.gc->cl.l.p;
int numParams = p->numparams + (p->is_vararg?1:0);
for (int n=0; n<p->numparams; n++)
{
APPENDPRINT "%s", getstr(p->locvars[n].varname) END
if(n != numParams-1)
APPENDPRINT "," END
}
if(p->is_vararg)
APPENDPRINT "..." END
APPENDPRINT ")" END
}
break;
defcase:default: APPENDPRINT "%s:%p",luaL_typename(L,i),lua_topointer(L,i) END break;
case LUA_TTABLE:
{
// first make sure there's enough stack space
if(!lua_checkstack(L, 4))
{
// note that even if lua_checkstack never returns false,
// that doesn't mean we didn't need to call it,
// because calling it retrieves stack space past LUA_MINSTACK
goto defcase;
}
std::vector<const void*>::const_iterator foundCycleIter = std::find(s_tableAddressStack.begin(), s_tableAddressStack.end(), lua_topointer(L,i));
if(foundCycleIter != s_tableAddressStack.end())
{
if((s_tableAddressStack.end() - foundCycleIter) > 1)
APPENDPRINT "%s:parent^%d",luaL_typename(L,i),(int)(s_tableAddressStack.end() - foundCycleIter) END
else
APPENDPRINT "%s:parent",luaL_typename(L,i) END
}
else
{
s_tableAddressStack.push_back(lua_topointer(L,i));
struct Scope { ~Scope(){ s_tableAddressStack.pop_back(); } } scope;
(void)scope;
APPENDPRINT "{" END
lua_pushnil(L); // first key
int keyIndex = lua_gettop(L);
int valueIndex = keyIndex + 1;
bool first = true;
bool skipKey = true; // true if we're still in the "array part" of the table
lua_Number arrayIndex = (lua_Number)0;
while(lua_next(L, i))
{
if(first)
first = false;
else
APPENDPRINT ", " END
if(skipKey)
{
arrayIndex += (lua_Number)1;
bool keyIsNumber = (lua_type(L, keyIndex) == LUA_TNUMBER);
skipKey = keyIsNumber && (lua_tonumber(L, keyIndex) == arrayIndex);
}
if(!skipKey)
{
bool keyIsString = (lua_type(L, keyIndex) == LUA_TSTRING);
bool invalidLuaIdentifier = (!keyIsString || !isalphaorunderscore(*lua_tostring(L, keyIndex)));
if(invalidLuaIdentifier) {
if(keyIsString)
APPENDPRINT "['" END
else
APPENDPRINT "[" END
}
toCStringConverter(L, keyIndex, ptr, remaining); // key
if(invalidLuaIdentifier) {
if(keyIsString)
APPENDPRINT "']=" END
else
APPENDPRINT "]=" END
} else
APPENDPRINT "=" END
}
bool valueIsString = (lua_type(L, valueIndex) == LUA_TSTRING);
if(valueIsString)
APPENDPRINT "'" END
toCStringConverter(L, valueIndex, ptr, remaining); // value
if(valueIsString)
APPENDPRINT "'" END
lua_pop(L, 1);
if(remaining <= 0)
{
lua_settop(L, keyIndex-1); // stack might not be clean yet if we're breaking early
break;
}
}
APPENDPRINT "}" END
}
} break;
}
if(usedMeta)
{
s_metacallStack.pop_back();
lua_pop(L, 1);
}
}
static const int s_tempStrMaxLen = 64 * 1024;
static char s_tempStr [s_tempStrMaxLen];
static char* rawToCString(lua_State* L, int idx)
{
int a = idx>0 ? idx : 1;
int n = idx>0 ? idx : lua_gettop(L);
char* ptr = s_tempStr;
*ptr = 0;
int remaining = s_tempStrMaxLen;
for(int i = a; i <= n; i++)
{
toCStringConverter(L, i, ptr, remaining);
if(i != n)
APPENDPRINT " " END
}
if(remaining < 3)
{
while(remaining < 6)
remaining++, ptr--;
APPENDPRINT "..." END
}
APPENDPRINT "\r\n" END
// the trailing newline is so print() can avoid having to do wasteful things to print its newline
// (string copying would be wasteful and calling info.print() twice can be extremely slow)
// at the cost of functions that don't want the newline needing to trim off the last two characters
// (which is a very fast operation and thus acceptable in this case)
return s_tempStr;
}
#undef APPENDPRINT
#undef END
// replacement for luaB_tostring() that is able to show the contents of tables (and formats numbers better, and show function prototypes)
// can be called directly from lua via tostring(), assuming tostring hasn't been reassigned
DEFINE_LUA_FUNCTION(tostring, "...")
{
char* str = rawToCString(L);
str[strlen(str)-2] = 0; // hack: trim off the \r\n (which is there to simplify the print function's task)
lua_pushstring(L, str);
return 1;
}
// like rawToCString, but will check if the global Lua function tostring()
// has been replaced with a custom function, and call that instead if so
static const char* toCString(lua_State* L, int idx)
{
int a = idx>0 ? idx : 1;
int n = idx>0 ? idx : lua_gettop(L);
lua_getglobal(L, "tostring");
lua_CFunction cf = lua_tocfunction(L,-1);
if(cf == tostring) // optimization: if using our own C tostring function, we can bypass the call through Lua and all the string object allocation that would entail
{
lua_pop(L,1);
return rawToCString(L, idx);
}
else // if the user overrided the tostring function, we have to actually call it and store the temporarily allocated string it returns
{
lua_pushstring(L, "");
for (int i=a; i<=n; i++) {
lua_pushvalue(L, -2); // function to be called
lua_pushvalue(L, i); // value to print
lua_call(L, 1, 1);
if(lua_tostring(L, -1) == NULL)
luaL_error(L, LUA_QL("tostring") " must return a string to " LUA_QL("print"));
lua_pushstring(L, (i<n) ? " " : "\r\n");
lua_concat(L, 3);
}
const char* str = lua_tostring(L, -1);
strncpy(s_tempStr, str, s_tempStrMaxLen);
s_tempStr[s_tempStrMaxLen-1] = 0;
lua_pop(L, 2);
return s_tempStr;
}
}
// replacement for luaB_print() that goes to the appropriate textbox instead of stdout
DEFINE_LUA_FUNCTION(print, "...")
{
const char* str = toCString(L);
int uid = luaStateToUIDMap[L];
LuaContextInfo& info = GetCurrentInfo();
if(info.print)
info.print(uid, str);
else
puts(str);
worry(L, 100);
return 0;
}
DEFINE_LUA_FUNCTION(emulua_message, "str")
{
const char* str = toCString(L);
if(Core::isRunning())
Core::DisplayMessage(str, 2000);
return 0;
}
// provides an easy way to copy a table from Lua
// (simple assignment only makes an alias, but sometimes an independent table is desired)
// currently this function only performs a shallow copy,
// but I think it should be changed to do a deep copy (possibly of configurable depth?)
// that maintains the internal table reference structure
DEFINE_LUA_FUNCTION(copytable, "origtable")
{
int origIndex = 1; // we only care about the first argument
int origType = lua_type(L, origIndex);
if(origType == LUA_TNIL)
{
lua_pushnil(L);
return 1;
}
if(origType != LUA_TTABLE)
{
luaL_typerror(L, 1, lua_typename(L, LUA_TTABLE));
lua_pushnil(L);
return 1;
}
lua_createtable(L, (int)lua_objlen(L,1), 0);
int copyIndex = lua_gettop(L);
lua_pushnil(L); // first key
int keyIndex = lua_gettop(L);
int valueIndex = keyIndex + 1;
while(lua_next(L, origIndex))
{
lua_pushvalue(L, keyIndex);
lua_pushvalue(L, valueIndex);
lua_rawset(L, copyIndex); // copytable[key] = value
lua_pop(L, 1);
}
// copy the reference to the metatable as well, if any
if(lua_getmetatable(L, origIndex))
lua_setmetatable(L, copyIndex);
return 1; // return the new table
}
// because print traditionally shows the address of tables,
// and the print function I provide instead shows the contents of tables,
// I also provide this function
// (otherwise there would be no way to see a table's address, AFAICT)
DEFINE_LUA_FUNCTION(addressof, "table_or_function")
{
const void* ptr = lua_topointer(L,-1);
lua_pushinteger(L, (lua_Integer)ptr);
return 1;
}
DEFINE_LUA_FUNCTION(_bitand, "...[integers]")
{
int rv = ~0;
int numArgs = lua_gettop(L);
for(int i = 1; i <= numArgs; i++)
rv &= (int)luaL_checkinteger(L,i);
lua_settop(L,0);
lua_pushinteger(L,rv);
return 1;
}
DEFINE_LUA_FUNCTION(_bitor, "...[integers]")
{
int rv = 0;
int numArgs = lua_gettop(L);
for(int i = 1; i <= numArgs; i++)
rv |= (int)luaL_checkinteger(L,i);
lua_settop(L,0);
lua_pushinteger(L,rv);
return 1;
}
DEFINE_LUA_FUNCTION(bitxor, "...[integers]")
{
int rv = 0;
int numArgs = lua_gettop(L);
for(int i = 1; i <= numArgs; i++)
rv ^= (int)luaL_checkinteger(L,i);
lua_settop(L,0);
lua_pushinteger(L,rv);
return 1;
}
DEFINE_LUA_FUNCTION(bitshift, "num,shift")
{
int num = (int)luaL_checkinteger(L,1);
int shift = (int)luaL_checkinteger(L,2);
if(shift < 0)
num <<= -shift;
else
num >>= shift;
lua_settop(L,0);
lua_pushinteger(L,num);
return 1;
}
DEFINE_LUA_FUNCTION(bitbit, "whichbit")
{
int rv = 0;
int numArgs = lua_gettop(L);
for(int i = 1; i <= numArgs; i++)
rv |= (1 << (int)luaL_checkinteger(L,i));
lua_settop(L,0);
lua_pushinteger(L,rv);
return 1;
}
// tells dolphin to wait while the script is doing calculations
// can call this periodically instead of emu.frameadvance
// note that the user can use hotkeys at this time
// (e.g. a savestate could possibly get loaded before emu.wait() returns)
DEFINE_LUA_FUNCTION(emulua_wait, "")
{
//LuaContextInfo& info = GetCurrentInfo();
// we're only calling this to run user events. (a windows-only example of what that means is the canonical Peek/Translate/Dispatch loop)
// hopefully this won't actually advance the emulation state in any non-user-input-driven way when called in this context...
CoreTiming::Advance();
return 0;
}
void indicateBusy(lua_State* L, bool busy)
{
// disabled because there have been complaints about this message being useless spam.
}
#define HOOKCOUNT 4096
#define MAX_WORRY_COUNT 6000
void LuaRescueHook(lua_State* L, lua_Debug *dbg)
{
LuaContextInfo& info = GetCurrentInfo();
info.worryCount++;
if(info.stopWorrying && !info.panic)
{
if(info.worryCount > (MAX_WORRY_COUNT >> 2))
{
// the user already said they're OK with the script being frozen,
// but we don't trust their judgement completely,
// so periodically update the main loop so they have a chance to manually stop it
info.worryCount = 0;
emulua_wait(L);
info.stopWorrying = true;
}
return;
}
if(info.worryCount > MAX_WORRY_COUNT || info.panic)
{
info.worryCount = 0;
info.stopWorrying = false;
bool stoprunning = info.panic;
bool stopworrying = true;
/*if(!info.panic)
{
if(Core::isRunning())
CPluginManager::GetInstance().GetDSP()->DSP_ClearAudioBuffer();
stoprunning = PanicYesNo("A Lua script has been running for quite a while. Maybe it is in an infinite loop.\n\nWould you like to stop the script?\n\n(Yes to stop it now,\n No to keep running and not ask again)");
}*/
if(!stoprunning && stopworrying)
{
info.stopWorrying = true; // don't remove the hook because we need it still running for RequestAbortLuaScript to work
indicateBusy(info.L, true);
}
if(stoprunning)
{
//lua_sethook(L, NULL, 0, 0);
assert(L->errfunc || L->errorJmp);
luaL_error(L, info.panic ? info.panicMessage : "terminated by user");
}
info.panic = false;
}
}
void printfToOutput(const char* fmt, ...)
{
va_list list;
va_start(list, fmt);
#ifdef _WIN32
int len = vscprintf(fmt, list);
#else
//vscprint is non-standard windows crap
int len = 1024;
#endif
char* str = new char[len+1];
vsprintf(str, fmt, list);
va_end(list);
LuaContextInfo& info = GetCurrentInfo();
if(info.print)
{
lua_State* L = info.L;
int uid = luaStateToUIDMap[L];
info.print(uid, str);
info.print(uid, "\r\n");
worry(L,300);
}
else
{
fprintf(stdout, "%s\n", str);
}
delete[] str;
}
bool FailVerifyAtFrameBoundary(lua_State* L, const char* funcName, int unstartedSeverity=2, int inframeSeverity=2)
{
if (!Core::isRunning() || Core::GetState() == Core::CORE_STOPPING)
{
static const char* msg = "cannot call %s() when emulation has not started.";
switch(unstartedSeverity)
{
case 0: break;
case 1: printfToOutput(msg, funcName); break;
default: case 2: luaL_error(L, msg, funcName); break;
}
return true;
}
// "if the current thread is not the cpu thread or if our caller is the cpu emulation itself"
// TODO: implement the second part of the condition here.
// it might boil down to "is CallRegisteredLuaMemHook on the callstack" in the case of Dolphin.
if(!Core::IsRunningInCurrentThread() /*|| CallerIsCpuEmulation()*/)
{
static const char* msg = "cannot call %s() inside an emulation frame.";
switch(inframeSeverity)
{
case 0: break;
case 1: printfToOutput(msg, funcName); break;
default: case 2: luaL_error(L, msg, funcName); break;
}
return true;
}
return false;
}
// TODO
/*
// acts similar to normal emulation update
// except without the user being able to activate emulator commands
DEFINE_LUA_FUNCTION(emulua_emulateframe, "")
{
if(FailVerifyAtFrameBoundary(L, "emu.emulateframe", 0,1))
return 0;
Update_Emulation_One((HWND)Core::g_CoreStartupParameter.hMainWindow);
Prevent_Next_Frame_Skipping(); // so we don't skip a whole bunch of frames immediately after emulating many frames by this method
worry(L,300);
return 0;
}
// acts as a fast-forward emulation update that still renders every frame
// and the user is unable to activate emulator commands during it
DEFINE_LUA_FUNCTION(emulua_emulateframefastnoskipping, "")
{
if(FailVerifyAtFrameBoundary(L, "emu.emulateframefastnoskipping", 0,1))
return 0;
Update_Emulation_One_Before((HWND)Core::g_CoreStartupParameter.hMainWindow);
Update_Frame_Hook();
Update_Emulation_After_Controlled((HWND)Core::g_CoreStartupParameter.hMainWindow, true);
Prevent_Next_Frame_Skipping(); // so we don't skip a whole bunch of frames immediately after a bout of fast-forward frames
worry(L,200);
return 0;
}
// acts as a (very) fast-forward emulation update
// where the user is unable to activate emulator commands
DEFINE_LUA_FUNCTION(emulua_emulateframefast, "")
{
if(FailVerifyAtFrameBoundary(L, "emu.emulateframefast", 0,1))
return 0;
disableVideoLatencyCompensationCount = VideoLatencyCompensation + 1;
Update_Emulation_One_Before((HWND)Core::g_CoreStartupParameter.hMainWindow);
if(FrameCount%16 == 0) // skip rendering 15 out of 16 frames
{
// update once and render
Update_Frame_Hook();
Update_Emulation_After_Controlled((HWND)Core::g_CoreStartupParameter.hMainWindow, true);
}
else
{
// update once but skip rendering
Update_Frame_Fast_Hook();
Update_Emulation_After_Controlled((HWND)Core::g_CoreStartupParameter.hMainWindow, false);
}
Prevent_Next_Frame_Skipping(); // so we don't skip a whole bunch of frames immediately AFTER a bout of fast-forward frames
worry(L,150);
return 0;
}
// acts as an extremely-fast-forward emulation update
// that also doesn't render any graphics or generate any sounds,
// and the user is unable to activate emulator commands during it.
// if you load a savestate after calling this function,
// it should leave no trace of having been called,
// so you can do things like generate future emulation states every frame
// while the user continues to see and hear normal emulation
DEFINE_LUA_FUNCTION(emulua_emulateframeinvisible, "")
{
if(FailVerifyAtFrameBoundary(L, "emu.emulateframeinvisible", 0,1))
return 0;
int oldDisableSound2 = disableSound2;
int oldDisableRamSearchUpdate = disableRamSearchUpdate;
disableSound2 = true;
disableRamSearchUpdate = true;
Update_Emulation_One_Before_Minimal();
Update_Frame_Fast();
UpdateLagCount();
disableSound2 = oldDisableSound2;
disableRamSearchUpdate = oldDisableRamSearchUpdate;
// disable video latency compensation for a few frames
// because it can get pretty slow if that's doing prediction updates every frame
// when the lua script is also doing prediction updates
disableVideoLatencyCompensationCount = VideoLatencyCompensation + 1;
worry(L,100);
return 0;
}
DEFINE_LUA_FUNCTION(emulua_speedmode, "mode")
{
SpeedMode newSpeedMode = SPEEDMODE_NORMAL;
if(lua_isnumber(L,1))
newSpeedMode = (SpeedMode)luaL_checkinteger(L,1);
else
{
const char* str = luaL_checkstring(L,1);
if(!strcasecmp(str, "normal"))
newSpeedMode = SPEEDMODE_NORMAL;
else if(!strcasecmp(str, "nothrottle"))
newSpeedMode = SPEEDMODE_NOTHROTTLE;
else if(!strcasecmp(str, "turbo"))
newSpeedMode = SPEEDMODE_TURBO;
else if(!strcasecmp(str, "maximum"))
newSpeedMode = SPEEDMODE_MAXIMUM;
}
LuaContextInfo& info = GetCurrentInfo();
info.speedMode = newSpeedMode;
RefreshScriptSpeedStatus();
return 0;
}*/
// I didn't make it clear enough what this function needs to do, so I'll spell it out this time:
// 1: This function needs to cause emulation to run for 1 full frame, until the next frame boundary
// (more importantly, the duration it runs for must correspond with 1 frame of input recording movies).
// 2: This function needs to return AFTER the frame of emulation has completely finished running.
// 3: This function needs to work when it is called from the SAME thread as the emulation (CPU thread).
// 4: This function needs to leave the emulation in a normal, UNPAUSED state.
DEFINE_LUA_FUNCTION(emulua_frameadvance, "")
{
if(FailVerifyAtFrameBoundary(L, "emu.frameadvance", 0,1))
return emulua_wait(L);
LuaContextInfo& info = GetCurrentInfo();
info.ranFrameAdvance = true;
// set to stop the run loop after 1 frame
Frame::SetFrameStopping(true);
// run 1 frame
if(info.speedMode == SPEEDMODE_MAXIMUM)
CPluginManager::GetInstance().GetVideo()->Video_SetRendering(false);
if(Core::GetState() == Core::CORE_PAUSE)
Core::SetState(Core::CORE_RUN);
PowerPC::RunLoop();
// continue as normal
if(info.speedMode == SPEEDMODE_MAXIMUM)
CPluginManager::GetInstance().GetVideo()->Video_SetRendering(true);
Frame::SetFrameStopping(false);
*PowerPC::GetStatePtr() = PowerPC::CPU_RUNNING;
return 0;
}
DEFINE_LUA_FUNCTION(emulua_pause, "")
{
Core::SetState(Core::CORE_PAUSE);
return 0;
}
DEFINE_LUA_FUNCTION(emulua_unpause, "")
{
Core::SetState(Core::CORE_RUN);
return 0;
}
DEFINE_LUA_FUNCTION(emulua_redraw, "")
{
Host_UpdateMainFrame();
worry(L,250);
return 0;
}
DEFINE_LUA_FUNCTION(memory_readbyte, "address")
{
unsigned long address = luaL_checkinteger(L,1);
unsigned char value = Memory::Read_U8(address);
lua_settop(L,0);
lua_pushinteger(L, value);
return 1; // we return the number of return values
}
DEFINE_LUA_FUNCTION(memory_readbytesigned, "address")
{
unsigned long address = luaL_checkinteger(L,1);
signed char value = (signed char)(Memory::Read_U8(address));
lua_settop(L,0);
lua_pushinteger(L, value);
return 1;
}
DEFINE_LUA_FUNCTION(memory_readword, "address")
{
unsigned long address = luaL_checkinteger(L,1);
unsigned short value = Memory::Read_U16(address);
lua_settop(L,0);
lua_pushinteger(L, value);
return 1;
}
DEFINE_LUA_FUNCTION(memory_readwordsigned, "address")
{
unsigned long address = luaL_checkinteger(L,1);
signed short value = (signed short)(Memory::Read_U16(address));
lua_settop(L,0);
lua_pushinteger(L, value);
return 1;
}
DEFINE_LUA_FUNCTION(memory_readdword, "address")
{
unsigned long address = luaL_checkinteger(L,1);
unsigned long value = Memory::Read_U32(address);
lua_settop(L,0);
lua_pushinteger(L, value);
return 1;
}
DEFINE_LUA_FUNCTION(memory_readdwordsigned, "address")
{
unsigned long address = luaL_checkinteger(L,1);
signed long value = (signed long)(Memory::Read_U32(address));
lua_settop(L,0);
lua_pushinteger(L, value);
return 1;
}
DEFINE_LUA_FUNCTION(memory_readqword, "address")
{
unsigned long address = luaL_checkinteger(L,1);
unsigned long long value = Memory::Read_U64(address);
lua_settop(L,0);
lua_pushinteger(L, (lua_Integer)value);
return 1;
}
DEFINE_LUA_FUNCTION(memory_readqwordsigned, "address")
{
unsigned long address = luaL_checkinteger(L,1);
signed long long value = (signed long long)(Memory::Read_U64(address));
lua_settop(L,0);
lua_pushinteger(L, (lua_Integer)value);
return 1;
}
DEFINE_LUA_FUNCTION(memory_writebyte, "address,value")
{
unsigned long address = luaL_checkinteger(L,1);
unsigned char value = (unsigned char)(luaL_checkinteger(L,2) & 0xFF);
Memory::Write_U8(value, address);
return 0;
}
DEFINE_LUA_FUNCTION(memory_writeword, "address,value")
{
unsigned long address = luaL_checkinteger(L,1);
unsigned short value = (unsigned short)(luaL_checkinteger(L,2) & 0xFFFF);
Memory::Write_U16(value, address);
return 0;
}
DEFINE_LUA_FUNCTION(memory_writedword, "address,value")
{
unsigned long address = luaL_checkinteger(L,1);
unsigned long value = (unsigned long)(luaL_checkinteger(L,2));
Memory::Write_U32(value, address);
return 0;
}
DEFINE_LUA_FUNCTION(memory_writeqword, "address,value")
{
unsigned long address = luaL_checkinteger(L,1);
unsigned long value = (unsigned long)(luaL_checkinteger(L,2));
Memory::Write_U64(value, address);
return 0;
}
DEFINE_LUA_FUNCTION(memory_readbyterange, "address,length")
{
unsigned long address = luaL_checkinteger(L,1);
int length = (int)luaL_checkinteger(L,2);
if(length < 0)
{
address += length;
length = -length;
}
// push the array
lua_createtable(L, abs(length), 0);
// put all the values into the (1-based) array
for(int a = address, n = 1; n <= length; a++, n++)
{
if(Memory::IsRAMAddress(a))
{
unsigned char value = Memory::Read_U8(a);
lua_pushinteger(L, value);
lua_rawseti(L, -2, n);
}
// else leave the value nil
}
return 1;
}
DEFINE_LUA_FUNCTION(memory_isvalid, "address")
{
unsigned long address = luaL_checkinteger(L,1);
lua_settop(L,0);
lua_pushboolean(L, Memory::IsRAMAddress(address));
return 1;
}
struct registerPointerMap
{
const char* registerName;
unsigned int* pointer;
int dataSize;
};
#define RPM_ENTRY(name,var) {name, (unsigned int*)&var, sizeof(var)},
registerPointerMap m68kPointerMap [] = {/*
RPM_ENTRY("a0", main68k_context.areg[0])
RPM_ENTRY("a1", main68k_context.areg[1])
RPM_ENTRY("a2", main68k_context.areg[2])
RPM_ENTRY("a3", main68k_context.areg[3])
RPM_ENTRY("a4", main68k_context.areg[4])
RPM_ENTRY("a5", main68k_context.areg[5])
RPM_ENTRY("a6", main68k_context.areg[6])
RPM_ENTRY("a7", main68k_context.areg[7])
RPM_ENTRY("d0", main68k_context.dreg[0])
RPM_ENTRY("d1", main68k_context.dreg[1])
RPM_ENTRY("d2", main68k_context.dreg[2])
RPM_ENTRY("d3", main68k_context.dreg[3])
RPM_ENTRY("d4", main68k_context.dreg[4])
RPM_ENTRY("d5", main68k_context.dreg[5])
RPM_ENTRY("d6", main68k_context.dreg[6])
RPM_ENTRY("d7", main68k_context.dreg[7])
RPM_ENTRY("pc", main68k_context.pc)
RPM_ENTRY("sr", main68k_context.sr)*/
{}
};
registerPointerMap s68kPointerMap [] = {/*
RPM_ENTRY("a0", sub68k_context.areg[0])
RPM_ENTRY("a1", sub68k_context.areg[1])
RPM_ENTRY("a2", sub68k_context.areg[2])
RPM_ENTRY("a3", sub68k_context.areg[3])
RPM_ENTRY("a4", sub68k_context.areg[4])
RPM_ENTRY("a5", sub68k_context.areg[5])
RPM_ENTRY("a6", sub68k_context.areg[6])
RPM_ENTRY("a7", sub68k_context.areg[7])
RPM_ENTRY("d0", sub68k_context.dreg[0])
RPM_ENTRY("d1", sub68k_context.dreg[1])
RPM_ENTRY("d2", sub68k_context.dreg[2])
RPM_ENTRY("d3", sub68k_context.dreg[3])
RPM_ENTRY("d4", sub68k_context.dreg[4])
RPM_ENTRY("d5", sub68k_context.dreg[5])
RPM_ENTRY("d6", sub68k_context.dreg[6])
RPM_ENTRY("d7", sub68k_context.dreg[7])
RPM_ENTRY("pc", sub68k_context.pc)
RPM_ENTRY("sr", sub68k_context.sr)*/
{}
};
struct cpuToRegisterMap
{
const char* cpuName;
registerPointerMap* rpmap;
}
cpuToRegisterMaps [] =
{
{"m68k.", m68kPointerMap},
{"main.", m68kPointerMap},
{"s68k.", s68kPointerMap},
{"sub.", s68kPointerMap},
{"", m68kPointerMap},
};
DEFINE_LUA_FUNCTION(memory_getregister, "cpu_dot_registername_string")
{
const char* qualifiedRegisterName = luaL_checkstring(L,1);
lua_settop(L,0);
for(unsigned int cpu = 0; cpu < sizeof(cpuToRegisterMaps)/sizeof(*cpuToRegisterMaps); cpu++)
{
cpuToRegisterMap ctrm = cpuToRegisterMaps[cpu];
int cpuNameLen = (int)strlen(ctrm.cpuName);
if(!strncasecmp(qualifiedRegisterName, ctrm.cpuName, cpuNameLen))
{
qualifiedRegisterName += cpuNameLen;
for(int reg = 0; ctrm.rpmap[reg].dataSize; reg++)
{
registerPointerMap rpm = ctrm.rpmap[reg];
if(!strcasecmp(qualifiedRegisterName, rpm.registerName))
{
switch(rpm.dataSize)
{ default:
case 1: lua_pushinteger(L, *(unsigned char*)rpm.pointer); break;
case 2: lua_pushinteger(L, *(unsigned short*)rpm.pointer); break;
case 4: lua_pushinteger(L, *(unsigned long*)rpm.pointer); break;
}
return 1;
}
}
lua_pushnil(L);
return 1;
}
}
lua_pushnil(L);
return 1;
}
DEFINE_LUA_FUNCTION(memory_setregister, "cpu_dot_registername_string,value")
{
const char* qualifiedRegisterName = luaL_checkstring(L,1);
unsigned long value = (unsigned long)(luaL_checkinteger(L,2));
lua_settop(L,0);
for(unsigned int cpu = 0; cpu < sizeof(cpuToRegisterMaps)/sizeof(*cpuToRegisterMaps); cpu++)
{
cpuToRegisterMap ctrm = cpuToRegisterMaps[cpu];
int cpuNameLen = (int)strlen(ctrm.cpuName);
if(!strncasecmp(qualifiedRegisterName, ctrm.cpuName, cpuNameLen))
{
qualifiedRegisterName += cpuNameLen;
for(int reg = 0; ctrm.rpmap[reg].dataSize; reg++)
{
registerPointerMap rpm = ctrm.rpmap[reg];
if(!strcasecmp(qualifiedRegisterName, rpm.registerName))
{
switch(rpm.dataSize)
{ default:
case 1: *(unsigned char*)rpm.pointer = (unsigned char)(value & 0xFF); break;
case 2: *(unsigned short*)rpm.pointer = (unsigned short)(value & 0xFFFF); break;
case 4: *(unsigned long*)rpm.pointer = value; break;
}
return 0;
}
}
return 0;
}
}
return 0;
}
// Creates a savestate object
DEFINE_LUA_FUNCTION(state_create, "[location]")
{
if(lua_isnumber(L,1))
{
// simply return the integer that got passed in
// (that's as good a savestate object as any for a numbered savestate slot)
lua_settop(L,1);
return 1;
}
if(!Core::isRunning())
luaL_error(L, "savestate.create cannot be called before emulation has started.");
size_t len = State_GetSize();
// allocate the in-memory/anonymous savestate
unsigned char* stateBuffer = (unsigned char*)lua_newuserdata(L, len + 16); // 16 is for performance alignment reasons
stateBuffer[0] = 0;
return 1;
}
// savestate.save(location [, option])
// saves the current emulation state to the given location
// you can pass in either a savestate file number (an integer),
// OR you can pass in a savestate object that was returned by savestate.create()
// if option is "quiet" then any warning messages will be suppressed
// if option is "scriptdataonly" then the state will not actually be saved, but any save callbacks will still get called and their results will be saved (see savestate.registerload()/savestate.registersave())
DEFINE_LUA_FUNCTION(state_save, "location[,option]")
{
const char* option = (lua_type(L,2) == LUA_TSTRING) ? lua_tostring(L,2) : NULL;
if(option)
{
if(!strcasecmp(option, "quiet")) // I'm not sure if saving can generate warning messages, but we might as well support suppressing them should they turn out to exist
g_disableStatestateWarnings = true;
else if(!strcasecmp(option, "scriptdataonly"))
g_onlyCallSavestateCallbacks = true;
}
struct Scope { ~Scope(){ g_disableStatestateWarnings = false; g_onlyCallSavestateCallbacks = false; } } scope; // needs to run even if the following code throws an exception... maybe I should have put this in a "finally" block instead, but this project seems to have something against using the "try" statement
(void)scope;
if(!g_onlyCallSavestateCallbacks && FailVerifyAtFrameBoundary(L, "savestate.save", 2,2))
return 0;
int type = lua_type(L,1);
switch(type)
{
case LUA_TNUMBER: // numbered save file
default:
{
State_Flush();
State_Save((int)luaL_checkinteger(L,1));
return 0;
}
case LUA_TUSERDATA: // in-memory save slot
{
unsigned char* stateBuffer = (unsigned char*)lua_touserdata(L,1);
if(stateBuffer)
{
stateBuffer += ((16 - (u64)stateBuffer) & 15); // for performance alignment reasons
State_Flush();
State_SaveToBuffer(&stateBuffer);
}
return 0;
}
}
}
// savestate.load(location [, option])
// loads the current emulation state from the given location
// you can pass in either a savestate file number (an integer),
// OR you can pass in a savestate object that was returned by savestate.create() and has already saved to with savestate.save()
// if option is "quiet" then any warning messages will be suppressed
// if option is "scriptdataonly" then the state will not actually be loaded, but load callbacks will still get called and supplied with the data saved by save callbacks (see savestate.registerload()/savestate.registersave())
DEFINE_LUA_FUNCTION(state_load, "location[,option]")
{
const char* option = (lua_type(L,2) == LUA_TSTRING) ? lua_tostring(L,2) : NULL;
if(option)
{
if(!strcasecmp(option, "quiet"))
g_disableStatestateWarnings = true;
else if(!strcasecmp(option, "scriptdataonly"))
g_onlyCallSavestateCallbacks = true;
}
struct Scope { ~Scope(){ g_disableStatestateWarnings = false; g_onlyCallSavestateCallbacks = false; } } scope; // needs to run even if the following code throws an exception... maybe I should have put this in a "finally" block instead, but this project seems to have something against using the "try" statement
(void)scope;
if(!g_onlyCallSavestateCallbacks && FailVerifyAtFrameBoundary(L, "savestate.load", 2,2))
return 0;
g_disableStatestateWarnings = lua_toboolean(L,2) != 0;
int type = lua_type(L,1);
switch(type)
{
case LUA_TNUMBER: // numbered save file
default:
{
LuaContextInfo& info = GetCurrentInfo();
if(info.rerecordCountingDisabled)
SkipNextRerecordIncrement = true;
State_Flush();
State_Load((int)luaL_checkinteger(L,1));
return 0;
}
case LUA_TUSERDATA: // in-memory save slot
{
unsigned char* stateBuffer = (unsigned char*)lua_touserdata(L,1);
if(stateBuffer)
{
stateBuffer += ((16 - (u64)stateBuffer) & 15); // for performance alignment reasons
State_Flush();
if(stateBuffer[0])
State_LoadFromBuffer(&stateBuffer);
else // the first byte of a valid savestate is never 0
luaL_error(L, "attempted to load an anonymous savestate before saving it");
}
return 0;
}
}
}
// savestate.verify(location)
// verifies that the current emulation state matches the savestate that's already at the given location
// you can pass in either a savestate file number (an integer),
// OR you can pass in a savestate object that was returned by savestate.create() and has already saved to with savestate.save()
DEFINE_LUA_FUNCTION(state_verify, "location")
{
int type = lua_type(L,1);
switch(type)
{
case LUA_TNUMBER: // numbered save file
default:
{
State_Flush();
State_Verify((int)luaL_checkinteger(L,1));
return 0;
}
case LUA_TUSERDATA: // in-memory save slot
{
unsigned char* stateBuffer = (unsigned char*)lua_touserdata(L,1);
if(stateBuffer)
{
stateBuffer += ((16 - (u64)stateBuffer) & 15); // for performance alignment reasons
State_Flush();
if(stateBuffer[0])
State_VerifyBuffer(&stateBuffer);
else // the first byte of a valid savestate is never 0
luaL_error(L, "attempted to verify an anonymous savestate before saving it");
}
return 0;
}
}
}
// savestate.loadscriptdata(location)
// returns the user data associated with the given savestate
// without actually loading the rest of that savestate or calling any callbacks.
// you can pass in either a savestate file number (an integer),
// OR you can pass in a savestate object that was returned by savestate.create()
// but note that currently only non-anonymous savestates can have associated scriptdata
//
// also note that this returns the same values
// that would be passed into a registered load function.
// the main reason this exists also is so you can register a load function that
// chooses whether or not to load the scriptdata instead of always loading it,
// and also to provide a nicer interface for loading scriptdata
// without needing to trigger savestate loading first
DEFINE_LUA_FUNCTION(state_loadscriptdata, "location")
{
int type = lua_type(L,1);
switch(type)
{
case LUA_TNUMBER: // numbered save file
default:
{
// TODO
// int stateNumber = (int)luaL_checkinteger(L,1);
//Set_Current_State(stateNumber, false,false);
char Name [1024] = {0};
//Get_State_File_Name(Name);
{
LuaSaveData saveData;
char luaSaveFilename [512];
strncpy(luaSaveFilename, Name, 512);
luaSaveFilename[512-(1+7)] = '\0';
strcat(luaSaveFilename, ".luasav");
FILE* luaSaveFile = fopen(luaSaveFilename, "rb");
if(luaSaveFile)
{
saveData.ImportRecords(luaSaveFile);
fclose(luaSaveFile);
int uid = luaStateToUIDMap[L];
LuaContextInfo& info = GetCurrentInfo();
lua_settop(L, 0);
saveData.LoadRecord(uid, info.dataLoadKey, (unsigned int)-1);
return lua_gettop(L);
}
}
} return 0;
case LUA_TUSERDATA: // in-memory save slot
{ // there can be no user data associated with those, at least not yet
} return 0;
}
}
// savestate.savescriptdata(location)
// same as savestate.save(location, "scriptdataonly")
// only provided for consistency with savestate.loadscriptdata(location)
DEFINE_LUA_FUNCTION(state_savescriptdata, "location")
{
lua_settop(L, 1);
lua_pushstring(L, "scriptdataonly");
return state_save(L);
}
// TODO: Convert to Dolphin?
/*
static const struct ButtonDesc
{
unsigned short controllerNum;
unsigned short bit;
const char* name;
}
s_buttonDescs [] =
{
{1, 0, "up"},
{1, 1, "down"},
{1, 2, "left"},
{1, 3, "right"},
{1, 4, "A"},
{1, 5, "B"},
{1, 6, "C"},
{1, 7, "start"},
{1, 32, "X"},
{1, 33, "Y"},
{1, 34, "Z"},
{1, 35, "mode"},
{2, 24, "up"},
{2, 25, "down"},
{2, 26, "left"},
{2, 27, "right"},
{2, 28, "A"},
{2, 29, "B"},
{2, 30, "C"},
{2, 31, "start"},
{2, 36, "X"},
{2, 37, "Y"},
{2, 38, "Z"},
{2, 39, "mode"},
{0x1B, 8, "up"},
{0x1B, 9, "down"},
{0x1B, 10, "left"},
{0x1B, 11, "right"},
{0x1B, 12, "A"},
{0x1B, 13, "B"},
{0x1B, 14, "C"},
{0x1B, 15, "start"},
{0x1C, 16, "up"},
{0x1C, 17, "down"},
{0x1C, 18, "left"},
{0x1C, 19, "right"},
{0x1C, 20, "A"},
{0x1C, 21, "B"},
{0x1C, 22, "C"},
{0x1C, 23, "start"},
};
int joy_getArgControllerNum(lua_State* L, int& index)
{
int controllerNumber;
int type = lua_type(L,index);
if(type == LUA_TSTRING || type == LUA_TNUMBER)
{
controllerNumber = 0;
if(type == LUA_TSTRING)
{
const char* str = lua_tostring(L,index);
if(!strcasecmp(str, "1C"))
controllerNumber = 0x1C;
else if(!strcasecmp(str, "1B"))
controllerNumber = 0x1B;
else if(!strcasecmp(str, "1A"))
controllerNumber = 0x1A;
}
if(!controllerNumber)
controllerNumber = (int)luaL_checkinteger(L,index);
index++;
}
else
{
// argument omitted; default to controller 1
controllerNumber = 1;
}
if(controllerNumber == 0x1A)
controllerNumber = 1;
if(controllerNumber != 1 && controllerNumber != 2 && controllerNumber != 0x1B && controllerNumber != 0x1C)
luaL_error(L, "controller number must be 1, 2, '1B', or '1C'");
return controllerNumber;
}
// joypad.set(controllerNum = 1, inputTable)
// controllerNum can be 1, 2, '1B', or '1C'
DEFINE_LUA_FUNCTION(joy_set, "[controller=1,]inputtable")
{
int index = 1;
int controllerNumber = joy_getArgControllerNum(L, index);
luaL_checktype(L, index, LUA_TTABLE);
int input = ~0;
int mask = 0;
for(int i = 0; i < sizeof(s_buttonDescs)/sizeof(*s_buttonDescs); i++)
{
const ButtonDesc& bd = s_buttonDescs[i];
if(bd.controllerNum == controllerNumber)
{
lua_getfield(L, index, bd.name);
if (!lua_isnil(L,-1))
{
bool pressed = lua_toboolean(L,-1) != 0;
int bitmask = ((long long)1 << bd.bit);
if(pressed)
input &= ~bitmask;
else
input |= bitmask;
mask |= bitmask;
}
lua_pop(L,1);
}
}
SetNextInputCondensed(input, mask);
return 0;
}
// joypad.get(controllerNum = 1)
// controllerNum can be 1, 2, '1B', or '1C'
int joy_get_internal(lua_State* L, bool reportUp, bool reportDown)
{
int index = 1;
int controllerNumber = joy_getArgControllerNum(L, index);
lua_newtable(L);
long long input = GetCurrentInputCondensed();
for(int i = 0; i < sizeof(s_buttonDescs)/sizeof(*s_buttonDescs); i++)
{
const ButtonDesc& bd = s_buttonDescs[i];
if(bd.controllerNum == controllerNumber)
{
bool pressed = (input & ((long long)1<<bd.bit)) == 0;
if((pressed && reportDown) || (!pressed && reportUp))
{
lua_pushboolean(L, pressed);
lua_setfield(L, -2, bd.name);
}
}
}
return 1;
}
// joypad.get(int controllerNumber = 1)
// returns a table of every game button,
// true meaning currently-held and false meaning not-currently-held
// this WILL read input from a currently-playing movie
DEFINE_LUA_FUNCTION(joy_get, "[controller=1]")
{
return joy_get_internal(L, true, true);
}
// joypad.getdown(int controllerNumber = 1)
// returns a table of every game button that is currently held
DEFINE_LUA_FUNCTION(joy_getdown, "[controller=1]")
{
return joy_get_internal(L, false, true);
}
// joypad.getup(int controllerNumber = 1)
// returns a table of every game button that is not currently held
DEFINE_LUA_FUNCTION(joy_getup, "[controller=1]")
{
return joy_get_internal(L, true, false);
}
// joypad.peek(controllerNum = 1)
// controllerNum can be 1, 2, '1B', or '1C'
int joy_peek_internal(lua_State* L, bool reportUp, bool reportDown)
{
int index = 1;
int controllerNumber = joy_getArgControllerNum(L, index);
lua_newtable(L);
long long input = PeekInputCondensed();
for(int i = 0; i < sizeof(s_buttonDescs)/sizeof(*s_buttonDescs); i++)
{
const ButtonDesc& bd = s_buttonDescs[i];
if(bd.controllerNum == controllerNumber)
{
bool pressed = (input & ((long long)1<<bd.bit)) == 0;
if((pressed && reportDown) || (!pressed && reportUp))
{
lua_pushboolean(L, pressed);
lua_setfield(L, -2, bd.name);
}
}
}
return 1;
}
// joypad.peek(int controllerNumber = 1)
// returns a table of every game button,
// true meaning currently-held and false meaning not-currently-held
// peek checks which joypad buttons are physically pressed, so it will NOT read input from a playing movie, it CAN read mid-frame input, and it will NOT pay attention to stuff like autofire or autohold or disabled L+R/U+D
DEFINE_LUA_FUNCTION(joy_peek, "[controller=1]")
{
return joy_peek_internal(L, true, true);
}
// joypad.peekdown(int controllerNumber = 1)
// returns a table of every game button that is currently held (according to what joypad.peek() would return)
DEFINE_LUA_FUNCTION(joy_peekdown, "[controller=1]")
{
return joy_peek_internal(L, false, true);
}
// joypad.peekup(int controllerNumber = 1)
// returns a table of every game button that is not currently held (according to what joypad.peek() would return)
DEFINE_LUA_FUNCTION(joy_peekup, "[controller=1]")
{
return joy_peek_internal(L, true, false);
}
*/
static const struct ColorMapping
{
const char* name;
int value;
}
s_colorMapping [] =
{
{"white", 0xFFFFFFFF},
{"black", 0x000000FF},
{"clear", 0x00000000},
{"gray", 0x7F7F7FFF},
{"grey", 0x7F7F7FFF},
{"red", 0xFF0000FF},
{"orange", 0xFF7F00FF},
{"yellow", 0xFFFF00FF},
{"chartreuse",0x7FFF00FF},
{"green", 0x00FF00FF},
{"teal", 0x00FF7FFF},
{"cyan" , 0x00FFFFFF},
{"blue", 0x0000FFFF},
{"purple", 0x7F00FFFF},
{"magenta", 0xFF00FFFF},
};
inline int getcolor_unmodified(lua_State *L, int idx, int defaultColor)
{
int type = lua_type(L,idx);
switch(type)
{
case LUA_TNUMBER:
{
return (int)lua_tointeger(L,idx);
} break;
case LUA_TSTRING:
{
const char* str = lua_tostring(L,idx);
if(*str == '#')
{
int color;
sscanf(str+1, "%X", &color);
int len = (int)strlen(str+1);
int missing = max(0, 8-len);
color <<= missing << 2;
if(missing >= 2) color |= 0xFF;
return color;
}
else for(unsigned int i = 0; i<sizeof(s_colorMapping)/sizeof(*s_colorMapping); i++)
{
if(!strcasecmp(str,s_colorMapping[i].name))
return s_colorMapping[i].value;
}
if(!strncasecmp(str, "rand", 4))
return ((rand()*255/RAND_MAX) << 8) | ((rand()*255/RAND_MAX) << 16) | ((rand()*255/RAND_MAX) << 24) | 0xFF;
} break;
case LUA_TTABLE:
{
int color = 0xFF;
lua_pushnil(L); // first key
int keyIndex = lua_gettop(L);
int valueIndex = keyIndex + 1;
while(lua_next(L, idx))
{
bool keyIsString = (lua_type(L, keyIndex) == LUA_TSTRING);
bool keyIsNumber = (lua_type(L, keyIndex) == LUA_TNUMBER);
int key = keyIsString ? tolower(*lua_tostring(L, keyIndex)) : (keyIsNumber ? (int)lua_tointeger(L, keyIndex) : 0);
int value = (int)lua_tointeger(L, valueIndex);
if(value < 0) value = 0;
if(value > 255) value = 255;
switch(key)
{
case 1: case 'r': color |= value << 24; break;
case 2: case 'g': color |= value << 16; break;
case 3: case 'b': color |= value << 8; break;
case 4: case 'a': color = (color & ~0xFF) | value; break;
}
lua_pop(L, 1);
}
return color;
} break;
case LUA_TFUNCTION:
return 0;
}
return defaultColor;
}
int getcolor(lua_State *L, int idx, int defaultColor)
{
int color = getcolor_unmodified(L, idx, defaultColor);
LuaContextInfo& info = GetCurrentInfo();
if(info.transparencyModifier != 255)
{
int alpha = (((color & 0xFF) * info.transparencyModifier) / 255);
if(alpha > 255) alpha = 255;
color = (color & ~0xFF) | alpha;
}
return color;
}
// r,g,b,a = gui.parsecolor(color)
// examples:
// local r,g,b = gui.parsecolor("green")
// local r,g,b,a = gui.parsecolor(0x7F3FFF7F)
DEFINE_LUA_FUNCTION(gui_parsecolor, "color")
{
int color = getcolor_unmodified(L, 1, 0);
int r = (color & 0xFF000000) >> 24;
int g = (color & 0x00FF0000) >> 16;
int b = (color & 0x0000FF00) >> 8;
int a = (color & 0x000000FF);
lua_pushinteger(L, r);
lua_pushinteger(L, g);
lua_pushinteger(L, b);
lua_pushinteger(L, a);
return 4;
}
//TODO
/*
DEFINE_LUA_FUNCTION(gui_text, "x,y,str[,color=\"white\"[,outline=\"black\"]]")
{
if(DeferGUIFuncIfNeeded(L))
return 0; // we have to wait until later to call this function because dolphin hasn't emulated the next frame yet
// (the only way to avoid this deferring is to be in a gui.register or emu.registerafter callback)
int x = (int)luaL_checkinteger(L,1) & 0xFFFF;
int y = (int)luaL_checkinteger(L,2) & 0xFFFF;
const char* str = toCString(L,3); // better than using luaL_checkstring here (more permissive)
if(str && *str)
{
int foreColor = getcolor(L,4,0xFFFFFFFF);
int backColor = getcolor(L,5,0x000000FF);
PutText2(str, x, y, foreColor, backColor);
}
return 0;
}
static inline void ApplyShaderToPixel(int off, std::map<int,int>& cachedShaderResults, lua_State* L, int idx)
{
int color;
if (Bits32)
color = MD_Screen32[off];
else
color = DrawUtil::Pix16To32(MD_Screen[off]);
int result;
std::map<int,int>::const_iterator found = cachedShaderResults.find(color);
if(found != cachedShaderResults.end())
{
result = found->second;
}
else
{
int b = (color & 0x000000FF);
int g = (color & 0x0000FF00) >> 8;
int r = (color & 0x00FF0000) >> 16;
lua_pushvalue(L, idx);
lua_pushinteger(L, r);
lua_pushinteger(L, g);
lua_pushinteger(L, b);
lua_call(L, 3, 3);
int rout = (int)lua_tointeger(L, -3);
int gout = (int)lua_tointeger(L, -2);
int bout = (int)lua_tointeger(L, -1);
lua_pop(L,3);
if(rout < 0) rout = 0; if(rout > 255) rout = 255;
if(gout < 0) gout = 0; if(gout > 255) gout = 255;
if(bout < 0) bout = 0; if(bout > 255) bout = 255;
result = DrawUtil::Make32(rout,gout,bout);
cachedShaderResults[color] = result;
}
if (Bits32)
MD_Screen32[off] = result;
else
MD_Screen[off] = DrawUtil::Pix32To16(result);
}
#define SWAP_INTEGERS(x,y) x^=y, y^=x, x^=y
// performance note: for me, this function is extremely slow in debug builds,
// but when compiled with full optimizations turned on it becomes very fast.
void ApplyShaderToBox(int x1, int y1, int x2, int y2, lua_State* L, int idx)
{
if((x1 < 0 && x2 < 0) || (x1 > 319 && x2 > 319) || (y1 < 0 && y2 < 0) || (y1 > 223 && y2 > 223))
return;
// require x1,y1 <= x2,y2
if (x1 > x2) SWAP_INTEGERS(x1,x2);
if (y1 > y2) SWAP_INTEGERS(y1,y2);
// avoid trying to draw any offscreen pixels
if (x1 < 0) x1 = 0;
if (x1 > 319) x1 = 319;
if (x2 < 0) x2 = 0;
if (x2 > 319) x2 = 319;
if (y1 < 0) y1 = 0;
if (y1 > 223) y1 = 223;
if (y2 < 0) y2 = 0;
if (y2 > 223) y2 = 223;
std::map<int,int> cachedShaderResults;
for(short y = y1; y <= y2; y++)
{
int off = (y * 336) + x1 + 8;
for(short x = x1; x <= x2; x++, off++)
{
ApplyShaderToPixel(off, cachedShaderResults, L, idx);
}
}
}
void ApplyShaderToBoxOutline(int x1, int y1, int x2, int y2, lua_State* L, int idx)
{
// require x1,y1 <= x2,y2
if (x1 > x2) SWAP_INTEGERS(x1,x2);
if (y1 > y2) SWAP_INTEGERS(y1,y2);
// avoid trying to draw any offscreen pixels
if (x1 < -1) x1 = -1;
if (x1 > 320) x1 = 320;
if (x2 < -1) x2 = -1;
if (x2 > 320) x2 = 320;
if (y1 < -1) y1 = -1;
if (y1 > 224) y1 = 224;
if (y2 < -1) y2 = -1;
if (y2 > 224) y2 = 224;
std::map<int,int> cachedShaderResults;
if(y1 >= 0 && y1 < 224)
for (short x = x1+1; x < x2; x++)
ApplyShaderToPixel((y1 * 336) + x + 8, cachedShaderResults, L, idx);
if(x1 >= 0 && x1 < 320)
for (short y = y1; y <= y2; y++)
ApplyShaderToPixel((y * 336) + x1 + 8, cachedShaderResults, L, idx);
if(y1 != y2 && y2 >= 0 && y2 < 224)
for (short x = x1+1; x < x2; x++)
ApplyShaderToPixel((y2 * 336) + x + 8, cachedShaderResults, L, idx);
if(x1 != x2 && x2 >= 0 && x2 < 320)
for (short y = y1; y <= y2; y++)
ApplyShaderToPixel((y * 336) + x2 + 8, cachedShaderResults, L, idx);
}
int amplifyShader(lua_State* L)
{
int rin = (int)lua_tointeger(L, 1);
int gin = (int)lua_tointeger(L, 2);
int bin = (int)lua_tointeger(L, 3);
lua_pushvalue(L, lua_upvalueindex(1));
lua_insert(L, 1);
lua_call(L, 3, 3);
int rout = (int)lua_tointeger(L, 1);
int gout = (int)lua_tointeger(L, 2);
int bout = (int)lua_tointeger(L, 3);
lua_settop(L, 0);
lua_pushinteger(L, rout*4 - rin*3);
lua_pushinteger(L, gout*4 - gin*3);
lua_pushinteger(L, bout*4 - bin*3);
return 3;
}
DEFINE_LUA_FUNCTION(gui_box, "x1,y1,x2,y2[,fill[,outline]]")
{
if(DeferGUIFuncIfNeeded(L))
return 0;
int x1 = (int)luaL_checkinteger(L,1); // & 0xFFFF removed because it was turning -1 into 65535 which screwed up the out-of-bounds checking in ApplyShaderToBox
int y1 = (int)luaL_checkinteger(L,2);
int x2 = (int)luaL_checkinteger(L,3);
int y2 = (int)luaL_checkinteger(L,4);
int fillcolor = getcolor(L,5,0xFFFFFF3F);
int outlinecolor = getcolor(L,6,fillcolor|0xFF);
if(!lua_isfunction(L,5) || !lua_isnoneornil(L,6))
{
DrawBoxPP2(x1, y1, x2, y2, fillcolor, outlinecolor);
if(lua_isfunction(L,5))
ApplyShaderToBox(x1+1,y1+1,x2-1,y2-1, L,5);
if(lua_isfunction(L,6))
ApplyShaderToBoxOutline(x1,y1,x2,y2, L,6);
}
else // fill is a shader and outline is not specified, so make the outline a more "opaque" version of the shader to match up with the default color behavior
{
ApplyShaderToBox(x1+1,y1+1,x2-1,y2-1, L,5);
lua_settop(L, 5);
lua_pushvalue(L, 5);
lua_pushcclosure(L, amplifyShader, 1);
ApplyShaderToBoxOutline(x1,y1,x2,y2, L,6);
}
return 0;
}
// gui.setpixel(x,y,color)
// color can be a RGB web color like '#ff7030', or with alpha RGBA like '#ff703060'
// or it can be an RGBA hex number like 0xFF703060
// or it can be a preset color like 'red', 'orange', 'blue', 'white', etc.
DEFINE_LUA_FUNCTION(gui_pixel, "x,y[,color=\"white\"]")
{
if(DeferGUIFuncIfNeeded(L))
return 0;
int x = (int)luaL_checkinteger(L,1) & 0xFFFF;
int y = (int)luaL_checkinteger(L,2) & 0xFFFF;
int color = getcolor(L,3,0xFFFFFFFF);
int color32 = color>>8;
int color16 = DrawUtil::Pix32To16(color32);
int Opac = color & 0xFF;
if(Opac)
Pixel(x, y, color32, color16, 0, Opac);
return 0;
}
// r,g,b = gui.getpixel(x,y)
DEFINE_LUA_FUNCTION(gui_getpixel, "x,y")
{
int x = (int)luaL_checkinteger(L,1);
int y = (int)luaL_checkinteger(L,2);
int xres = ((VDP_Reg.Set4 & 0x1) || Debug || !Game || !FrameCount) ? 320 : 256;
int yres = ((VDP_Reg.Set2 & 0x8) && !(Debug || !Game || !FrameCount)) ? 240 : 224;
x = max(0,min(xres,x));
y = max(0,min(yres,y));
int off = (y * 336) + x + 8;
int color;
if (Bits32)
color = MD_Screen32[off];
else
color = DrawUtil::Pix16To32(MD_Screen[off]);
int b = (color & 0x000000FF);
int g = (color & 0x0000FF00) >> 8;
int r = (color & 0x00FF0000) >> 16;
lua_pushinteger(L, r);
lua_pushinteger(L, g);
lua_pushinteger(L, b);
return 3;
}
DEFINE_LUA_FUNCTION(gui_line, "x1,y1,x2,y2[,color=\"white\"[,skipfirst=false]]")
{
if(DeferGUIFuncIfNeeded(L))
return 0;
int x1 = (int)luaL_checkinteger(L,1) & 0xFFFF;
int y1 = (int)luaL_checkinteger(L,2) & 0xFFFF;
int x2 = (int)luaL_checkinteger(L,3) & 0xFFFF;
int y2 = (int)luaL_checkinteger(L,4) & 0xFFFF;
int color = getcolor(L,5,0xFFFFFFFF);
int color32 = color>>8;
int color16 = DrawUtil::Pix32To16(color32);
int Opac = color & 0xFF;
if(Opac)
{
int skipFirst = lua_toboolean(L,6);
DrawLine(x1, y1, x2, y2, color32, color16, 0, Opac, skipFirst);
}
return 0;
}
// gui.opacity(number alphaValue)
// sets the transparency of subsequent draw calls
// 0.0 is completely transparent, 1.0 is completely opaque
// non-integer values are supported and meaningful, as are values greater than 1.0
// it is not necessary to use this function to get transparency (or the less-recommended gui.transparency() either),
// because you can provide an alpha value in the color argument of each draw call.
// however, it can be convenient to be able to globally modify the drawing transparency
DEFINE_LUA_FUNCTION(gui_setopacity, "alpha_0_to_1")
{
lua_Number opacF = luaL_checknumber(L,1);
opacF *= 255.0;
if(opacF < 0) opacF = 0;
int opac;
lua_number2int(opac, opacF);
LuaContextInfo& info = GetCurrentInfo();
info.transparencyModifier = opac;
return 0;
}
// gui.transparency(number transparencyValue)
// sets the transparency of subsequent draw calls
// 0.0 is completely opaque, 4.0 is completely transparent
// non-integer values are supported and meaningful, as are values less than 0.0
// this is a legacy function, and the range is from 0 to 4 solely for this reason
// it does the exact same thing as gui.opacity() but with a different argument range
DEFINE_LUA_FUNCTION(gui_settransparency, "transparency_4_to_0")
{
lua_Number transp = luaL_checknumber(L,1);
lua_Number opacF = 4 - transp;
opacF *= 255.0 / 4.0;
if(opacF < 0) opacF = 0;
int opac;
lua_number2int(opac, opacF);
LuaContextInfo& info = GetCurrentInfo();
info.transparencyModifier = opac;
return 0;
}
// takes a screenshot and returns it in gdstr format
// example: gd.createFromGdStr(gui.gdscreenshot()):png("outputimage.png")
DEFINE_LUA_FUNCTION(gui_gdscreenshot, "")
{
int width = ((VDP_Reg.Set4 & 0x1) || Debug || !Game || !FrameCount) ? 320 : 256;
int height = ((VDP_Reg.Set2 & 0x8) && !(Debug || !Game || !FrameCount)) ? 240 : 224;
int size = 11 + width * height * 4;
char* str = new char[size+1];
str[size] = 0;
unsigned char* ptr = (unsigned char*)str;
// GD format header for truecolor image (11 bytes)
*ptr++ = (65534 >> 8) & 0xFF;
*ptr++ = (65534 ) & 0xFF;
*ptr++ = (width >> 8) & 0xFF;
*ptr++ = (width ) & 0xFF;
*ptr++ = (height >> 8) & 0xFF;
*ptr++ = (height ) & 0xFF;
*ptr++ = 1;
*ptr++ = 255;
*ptr++ = 255;
*ptr++ = 255;
*ptr++ = 255;
unsigned char *Src = Bits32 ? (unsigned char*)(MD_Screen32+8) : (unsigned char*)(MD_Screen+8);
if(Bits32)
{
for(int y = 0; y < height; y++, Src += 336*4)
{
for(int x = 0; x < width; x++)
{
*ptr++ = Src[4*x+3];
*ptr++ = Src[4*x+2];
*ptr++ = Src[4*x+1];
*ptr++ = Src[4*x+0];
}
}
}
else if((Mode_555 & 1) == 0)
{
for(int y = 0; y < height; y++, Src += 336*2)
{
for(int x = 0; x < width; x++)
{
int pix = DrawUtil::Pix16To32((pix16)(Src[2*x]+(Src[2*x+1]<<8)));
*ptr++ = ((unsigned char*)&pix)[3];
*ptr++ = ((unsigned char*)&pix)[2];
*ptr++ = ((unsigned char*)&pix)[1];
*ptr++ = ((unsigned char*)&pix)[0];
}
}
}
else
{
for(int y = 0; y < height; y++, Src += 336*2)
{
for(int x = 0; x < width; x++)
{
int pix = DrawUtil::Pix15To32((pix15)(Src[2*x]+(Src[2*x+1]<<8)));
*ptr++ = ((unsigned char*)&pix)[3];
*ptr++ = ((unsigned char*)&pix)[2];
*ptr++ = ((unsigned char*)&pix)[1];
*ptr++ = ((unsigned char*)&pix)[0];
}
}
}
lua_pushlstring(L, str, size);
delete[] str;
return 1;
}
// draws a gd image that's in gdstr format to the screen
// example: gui.gdoverlay(gd.createFromPng("myimage.png"):gdStr())
DEFINE_LUA_FUNCTION(gui_gdoverlay, "[x=0,y=0,]gdimage[,alphamul]")
{
if(DeferGUIFuncIfNeeded(L))
return 0;
int xStart = 0;
int yStart = 0;
int index = 1;
if(lua_type(L,index) == LUA_TNUMBER)
{
xStart = (int)lua_tointeger(L,index++);
if(lua_type(L,index) == LUA_TNUMBER)
yStart = (int)lua_tointeger(L,index++);
}
luaL_checktype(L,index,LUA_TSTRING);
const unsigned char* ptr = (const unsigned char*)lua_tostring(L,index++);
// GD format header for truecolor image (11 bytes)
ptr++;
ptr++;
int width = *ptr++ << 8;
width |= *ptr++;
int height = *ptr++ << 8;
height |= *ptr++;
ptr += 5;
int maxWidth = ((VDP_Reg.Set4 & 0x1) || Debug || !Game || !FrameCount) ? 320 : 256;
int maxHeight = ((VDP_Reg.Set2 & 0x8) && !(Debug || !Game || !FrameCount)) ? 240 : 224;
unsigned char *Dst = Bits32 ? (unsigned char*)(MD_Screen32+8) : (unsigned char*)(MD_Screen+8);
LuaContextInfo& info = GetCurrentInfo();
int alphaMul = info.transparencyModifier;
if(lua_isnumber(L, index))
alphaMul = (int)(alphaMul * lua_tonumber(L, index++));
if(alphaMul <= 0)
return 0;
// since there aren't that many possible opacity levels,
// do the opacity modification calculations beforehand instead of per pixel
int opacMap[256];
for(int i = 0; i < 256; i++)
{
int opac = 255 - (i << 1); // not sure why, but gdstr seems to divide each alpha value by 2
opac = (opac * alphaMul) / 255;
if(opac < 0) opac = 0;
if(opac > 255) opac = 255;
opacMap[i] = 255 - opac;
}
if(Bits32)
{
Dst += yStart * 336*4;
for(int y = yStart; y < height+yStart && y < maxHeight; y++, Dst += 336*4)
{
if(y < 0)
ptr += width * 4;
else
{
int xA = (xStart < 0 ? 0 : xStart);
int xB = (xStart+width > maxWidth ? maxWidth : xStart+width);
ptr += (xA - xStart) * 4;
for(int x = xA; x < xB; x++)
{
//Dst[4*x+3] = *ptr++;
//Dst[4*x+2] = *ptr++;
//Dst[4*x+1] = *ptr++;
//Dst[4*x+0] = *ptr++;
int opac = opacMap[ptr[0]];
pix32 pix = (ptr[3]|(ptr[2]<<8)|(ptr[1]<<16));
pix32 prev = Dst[4*x] | (Dst[4*x+1] << 8) | (Dst[4*x+2] << 16);
pix = DrawUtil::Blend(prev, pix, opac);
Dst[4*x] = pix & 0xFF;
Dst[4*x+1] = (pix>>8) & 0xFF;
Dst[4*x+2] = (pix>>16) & 0xFF;
ptr += 4;
}
ptr += (xStart+width - xB) * 4;
}
}
}
else if((Mode_555 & 1) == 0)
{
Dst += yStart * 336*2;
for(int y = yStart; y < height+yStart && y < maxHeight; y++, Dst += 336*2)
{
if(y < 0)
ptr += width * 4;
else
{
int xA = (xStart < 0 ? 0 : xStart);
int xB = (xStart+width > maxWidth ? maxWidth : xStart+width);
ptr += (xA - xStart) * 4;
for(int x = xA; x < xB; x++)
{
int opac = opacMap[ptr[0]];
pix32 pixh = (ptr[3]|(ptr[2]<<8)|(ptr[1]<<16));
pix32 prev = DrawUtil::Pix16To32(Dst[2*x] | (Dst[2*x+1] << 8));
pix16 pix = DrawUtil::Pix32To16(DrawUtil::Blend(prev, pixh, opac));
Dst[2*x] = pix & 0xFF;
Dst[2*x+1] = (pix>>8) & 0xFF;
ptr += 4;
}
ptr += (xStart+width - xB) * 4;
}
}
}
else
{
Dst += yStart * 336*2;
for(int y = yStart; y < height+yStart && y < maxHeight; y++, Dst += 336*2)
{
if(y < 0)
ptr += width * 4;
else
{
int xA = (xStart < 0 ? 0 : xStart);
int xB = (xStart+width > maxWidth ? maxWidth : xStart+width);
ptr += (xA - xStart) * 4;
for(int x = xA; x < xB; x++)
{
int opac = opacMap[ptr[0]];
pix32 pixh = (ptr[3]|(ptr[2]<<8)|(ptr[1]<<16));
pix32 prev = DrawUtil::Pix15To32(Dst[2*x] | (Dst[2*x+1] << 8));
pix15 pix = DrawUtil::Pix32To15(DrawUtil::Blend(prev, pixh, opac));
Dst[2*x] = pix & 0xFF;
Dst[2*x+1] = (pix>>8) & 0xFF;
ptr += 4;
}
ptr += (xStart+width - xB) * 4;
}
}
}
return 0;
}
*/
static void GetCurrentScriptDir(char* buffer, int bufLen)
{
LuaContextInfo& info = GetCurrentInfo();
strncpy(buffer, info.lastFilename.c_str(), bufLen);
buffer[bufLen-1] = 0;
char* slash = max(strrchr(buffer, '/'), strrchr(buffer, '\\'));
if(slash)
slash[1] = 0;
}
DEFINE_LUA_FUNCTION(emu_openscript, "filename")
{
/*char curScriptDir[1024]; GetCurrentScriptDir(curScriptDir, 1024); // make sure we can always find scripts that are in the same directory as the current script
const char* filename = lua_isstring(L,1) ? lua_tostring(L,1) : NULL;
extern const char* OpenLuaScript(const char* filename, const char* extraDirToCheck, bool makeSubservient);
const char* errorMsg = OpenLuaScript(filename, curScriptDir, true);
if(errorMsg)
luaL_error(L, errorMsg);*/
luaL_error(L, "ERROR: emu_openscript not implemented");
return 1;
}
DEFINE_LUA_FUNCTION(emulua_loadrom, "filename")
{
struct Temp { Temp() {EnableStopAllLuaScripts(false);} ~Temp() {EnableStopAllLuaScripts(true);}} dontStopScriptsHere;
const char* filename = lua_isstring(L,1) ? lua_tostring(L,1) : NULL;
char curScriptDir[1024]; GetCurrentScriptDir(curScriptDir, 1024);
if(Core::GetState() != Core::CORE_UNINITIALIZED)
Core::Stop();
SCoreStartupParameter& StartUp = SConfig::GetInstance().m_LocalCoreStartupParameter;
StartUp.m_BootType = SCoreStartupParameter::BOOT_ISO;
StartUp.m_strFilename = filename;
SConfig::GetInstance().m_LastFilename = filename;
StartUp.bRunCompareClient = false;
StartUp.bRunCompareServer = false;
// If for example the ISO file is bad we return here
if (!StartUp.AutoSetup(SCoreStartupParameter::BOOT_DEFAULT)) return 1;
// Load game specific settings
IniFile game_ini;
std::string unique_id = StartUp.GetUniqueID();
StartUp.m_strGameIni = std::string(File::GetUserPath(D_GAMECONFIG_IDX)) + unique_id + ".ini";
if (unique_id.size() == 6 && game_ini.Load(StartUp.m_strGameIni.c_str()))
{
// General settings
game_ini.Get("Core", "CPUOnThread", &StartUp.bCPUThread, StartUp.bCPUThread);
game_ini.Get("Core", "SkipIdle", &StartUp.bSkipIdle, StartUp.bSkipIdle);
game_ini.Get("Core", "EnableFPRF", &StartUp.bEnableFPRF, StartUp.bEnableFPRF);
game_ini.Get("Core", "TLBHack", &StartUp.iTLBHack, StartUp.iTLBHack);
// Wii settings
if (StartUp.bWii)
{
// Flush possible changes to SYSCONF to file
SConfig::GetInstance().m_SYSCONF->Save();
}
}
if (!Core::Init())
return 1;
Core::SetState(Core::CORE_RUN);
CallRegisteredLuaFunctions(LUACALL_ONSTART);
return 0;
}
DEFINE_LUA_FUNCTION(emulua_getframecount, "")
{
lua_pushinteger(L, (lua_Integer)Frame::g_frameCounter);
return 1;
}
DEFINE_LUA_FUNCTION(emulua_getlagcount, "")
{
lua_pushinteger(L, (lua_Integer)Frame::g_lagCounter);
return 1;
}
DEFINE_LUA_FUNCTION(emulua_lagged, "")
{
lua_pushboolean(L, !Frame::g_bPolled);
return 1;
}
DEFINE_LUA_FUNCTION(emulua_emulating, "")
{
lua_pushboolean(L, Core::isRunning());
return 1;
}
DEFINE_LUA_FUNCTION(emulua_atframeboundary, "")
{
lua_pushboolean(L, true);
return 1;
}
DEFINE_LUA_FUNCTION(movie_getlength, "")
{
lua_pushinteger(L, Frame::g_recordfd ? (lua_Integer)Frame::g_frameCounter : 0);
return 1;
}
DEFINE_LUA_FUNCTION(movie_isactive, "")
{
lua_pushboolean(L, Frame::g_recordfd != NULL);
return 1;
}
DEFINE_LUA_FUNCTION(movie_rerecordcount, "")
{
lua_pushinteger(L, Frame::g_recordfd ? (lua_Integer)Frame::g_numRerecords : 0);
return 1;
}
DEFINE_LUA_FUNCTION(movie_setrerecordcount, "")
{
Frame::g_numRerecords = (int)luaL_checkinteger(L, 1);
return 0;
}
DEFINE_LUA_FUNCTION(emulua_rerecordcounting, "[enabled]")
{
LuaContextInfo& info = GetCurrentInfo();
if(lua_gettop(L) == 0)
{
// if no arguments given, return the current value
lua_pushboolean(L, !info.rerecordCountingDisabled);
return 1;
}
else
{
// set rerecord disabling
info.rerecordCountingDisabled = !lua_toboolean(L,1);
return 0;
}
}
DEFINE_LUA_FUNCTION(movie_getreadonly, "")
{
// We don't support read-only rerecords
lua_pushboolean(L, 0);
return 1;
}
DEFINE_LUA_FUNCTION(movie_setreadonly, "readonly")
{
// We don't support read-only rerecords
luaL_error(L, "movie.setreadonly failed: No such feature");
return 0;
}
DEFINE_LUA_FUNCTION(movie_isrecording, "")
{
lua_pushboolean(L, Frame::g_playMode == Frame::MODE_RECORDING);
return 1;
}
DEFINE_LUA_FUNCTION(movie_isplaying, "")
{
lua_pushboolean(L, Frame::g_playMode == Frame::MODE_PLAYING);
return 1;
}
DEFINE_LUA_FUNCTION(movie_getmode, "")
{
switch(Frame::g_playMode)
{
case Frame::MODE_PLAYING:
lua_pushstring(L, "playback");
break;
case Frame::MODE_RECORDING:
lua_pushstring(L, "record");
break;
case Frame::MODE_NONE:
lua_pushstring(L, "finished");
break;
default:
lua_pushnil(L);
break;
}
return 1;
}
DEFINE_LUA_FUNCTION(movie_getname, "")
{
lua_pushstring(L, Frame::g_recordFile.c_str());
return 1;
}
// movie.play() -- plays a movie of the user's choice
// movie.play(filename) -- starts playing a particular movie
// throws an error (with a description) if for whatever reason the movie couldn't be played
DEFINE_LUA_FUNCTION(movie_play, "[filename]")
{
const char* filename = lua_isstring(L,1) ? lua_tostring(L,1) : NULL;
if(!Frame::PlayInput(filename))
luaL_error(L, "ERROR playing rereecording");
return 0;
}
DEFINE_LUA_FUNCTION(movie_replay, "")
{
if(Frame::g_recordfd) {
std::string filename = Frame::g_recordFile;
Frame::EndPlayInput();
Frame::PlayInput(filename.c_str());
} else
luaL_error(L, "it is invalid to call movie.replay when no movie open.");
return 0;
}
DEFINE_LUA_FUNCTION(movie_close, "")
{
Frame::EndPlayInput();
return 0;
}
DEFINE_LUA_FUNCTION(sound_clear, "")
{
if(CPluginManager::GetInstance().GetDSP())
CPluginManager::GetInstance().GetDSP()->DSP_ClearAudioBuffer();
return 0;
}
// input.get()
// takes no input, returns a lua table of entries representing the current input state,
// independent of the joypad buttons the emulated game thinks are pressed
// for example:
// if the user is holding the W key and the left mouse button
// and has the mouse at the bottom-right corner of the game screen,
// then this would return {W=true, leftclick=true, xmouse=319, ymouse=223}
DEFINE_LUA_FUNCTION(input_getcurrentinputstatus, "")
{
lua_newtable(L);
// TODO: implement this (NOT using the pad plugin's input, because that's useless for this purpose)
/*
// keyboard and mouse button status
{
unsigned char keys [256];
if(!BackgroundInput)
{
if(GetKeyboardState(keys))
{
for(int i = 1; i < 255; i++)
{
int mask = (i == VK_CAPITAL || i == VK_NUMLOCK || i == VK_SCROLL) ? 0x01 : 0x80;
if(keys[i] & mask)
{
const char* name = s_keyToName[i];
if(name)
{
lua_pushboolean(L, true);
lua_setfield(L, -2, name);
}
}
}
}
}
else // use a slightly different method that will detect background input:
{
for(int i = 1; i < 255; i++)
{
const char* name = s_keyToName[i];
if(name)
{
int active;
if(i == VK_CAPITAL || i == VK_NUMLOCK || i == VK_SCROLL)
active = GetKeyState(i) & 0x01;
else
active = GetAsyncKeyState(i) & 0x8000;
if(active)
{
lua_pushboolean(L, true);
lua_setfield(L, -2, name);
}
}
}
}
}
// mouse position in game screen pixel coordinates
{
//void UnscaleScreenCoords(s32& x, s32& y);
//void ToDSScreenRelativeCoords(s32& x, s32& y, bool bottomScreen);
POINT point;
GetCursorPos(&point);
ScreenToClient((HWND)Core::g_CoreStartupParameter.hMainWindow, &point);
s32 x (point.x);
s32 y (point.y);
//TODO:
//UnscaleScreenCoords(x,y);
//ToDSScreenRelativeCoords(x,y,false);
lua_pushinteger(L, x);
lua_setfield(L, -2, "xmouse");
lua_pushinteger(L, y);
lua_setfield(L, -2, "ymouse");
}
*/
return 1;
}
// resets our "worry" counter of the Lua state
int dontworry(LuaContextInfo& info)
{
if(info.stopWorrying)
{
info.stopWorrying = false;
if(info.worryCount)
indicateBusy(info.L, false);
}
info.worryCount = 0;
return 0;
}
static const struct luaL_reg emulualib [] =
{
{"frameadvance", emulua_frameadvance},
// {"speedmode", emulua_speedmode},
{"wait", emulua_wait},
{"pause", emulua_pause},
{"unpause", emulua_unpause},
// {"emulateframe", emulua_emulateframe},
// {"emulateframefast", emulua_emulateframefast},
// {"emulateframeinvisible", emulua_emulateframeinvisible},
{"redraw", emulua_redraw},
{"framecount", emulua_getframecount},
{"lagcount", emulua_getlagcount},
{"lagged", emulua_lagged},
{"emulating", emulua_emulating},
{"atframeboundary", emulua_atframeboundary},
{"registerbefore", emulua_registerbefore},
{"registerafter", emulua_registerafter},
{"registerstart", emulua_registerstart},
{"registerexit", emulua_registerexit},
{"persistglobalvariables", emulua_persistglobalvariables},
{"message", emulua_message},
{"print", print}, // sure, why not
// {"openscript", emulua_openscript},
{"loadrom", emulua_loadrom},
// alternative names
{"openrom", emulua_loadrom},
{NULL, NULL}
};
static const struct luaL_reg guilib [] =
{
{"register", gui_register},
// {"text", gui_text},
// {"box", gui_box},
// {"line", gui_line},
// {"pixel", gui_pixel},
// {"getpixel", gui_getpixel},
// {"opacity", gui_setopacity},
// {"transparency", gui_settransparency},
{"popup", gui_popup},
{"parsecolor", gui_parsecolor},
// {"gdscreenshot", gui_gdscreenshot},
// {"gdoverlay", gui_gdoverlay},
{"redraw", emulua_redraw}, // some people might think of this as more of a GUI function
// alternative names
// {"drawtext", gui_text},
// {"drawbox", gui_box},
// {"drawline", gui_line},
// {"drawpixel", gui_pixel},
// {"setpixel", gui_pixel},
// {"writepixel", gui_pixel},
// {"readpixel", gui_getpixel},
// {"rect", gui_box},
// {"drawrect", gui_box},
// {"drawimage", gui_gdoverlay},
// {"image", gui_gdoverlay},
{NULL, NULL}
};
static const struct luaL_reg statelib [] =
{
{"create", state_create},
{"save", state_save},
{"load", state_load},
{"verify", state_verify},
{"loadscriptdata", state_loadscriptdata},
{"savescriptdata", state_savescriptdata},
{"registersave", state_registersave},
{"registerload", state_registerload},
{NULL, NULL}
};
static const struct luaL_reg memorylib [] =
{
{"readbyte", memory_readbyte},
{"readbytesigned", memory_readbytesigned},
{"readword", memory_readword},
{"readwordsigned", memory_readwordsigned},
{"readdword", memory_readdword},
{"readdwordsigned", memory_readdwordsigned},
{"readbyterange", memory_readbyterange},
{"writebyte", memory_writebyte},
{"writeword", memory_writeword},
{"writedword", memory_writedword},
{"isvalid", memory_isvalid},
{"getregister", memory_getregister},
{"setregister", memory_setregister},
// alternate naming scheme for word and double-word and unsigned
{"readbyteunsigned", memory_readbyte},
{"readwordunsigned", memory_readword},
{"readdwordunsigned", memory_readdword},
{"readshort", memory_readword},
{"readshortunsigned", memory_readword},
{"readshortsigned", memory_readwordsigned},
{"readlong", memory_readdword},
{"readlongunsigned", memory_readdword},
{"readlongsigned", memory_readdwordsigned},
{"readlonglongunsigned", memory_readqword},
{"readlonglongsigned", memory_readqwordsigned},
{"writeshort", memory_writeword},
{"writelong", memory_writedword},
{"writelonglong", memory_writeqword},
// memory hooks
{"registerwrite", memory_registerwrite},
{"registerread", memory_registerread},
{"registerexec", memory_registerexec},
// alternate names
{"register", memory_registerwrite},
{"registerrun", memory_registerexec},
{"registerexecute", memory_registerexec},
{NULL, NULL}
};
static const struct luaL_reg joylib [] =
{
//{"get", joy_get},
//{"getdown", joy_getdown},
//{"getup", joy_getup},
//{"peek", joy_peek},
//{"peekdown", joy_peekdown},
//{"peekup", joy_peekup},
//{"set", joy_set},
//// alternative names
//{"read", joy_get},
//{"write", joy_set},
//{"readdown", joy_getdown},
//{"readup", joy_getup},
{NULL, NULL}
};
static const struct luaL_reg inputlib [] =
{
{"get", input_getcurrentinputstatus},
{"registerhotkey", input_registerhotkey},
{"popup", input_popup},
// alternative names
{"read", input_getcurrentinputstatus},
{NULL, NULL}
};
static const struct luaL_reg movielib [] =
{
{"active", movie_isactive},
{"recording", movie_isrecording},
{"playing", movie_isplaying},
{"mode", movie_getmode},
{"length", movie_getlength},
{"name", movie_getname},
{"rerecordcount", movie_rerecordcount},
{"setrerecordcount", movie_setrerecordcount},
{"rerecordcounting", emulua_rerecordcounting},
{"readonly", movie_getreadonly},
{"setreadonly", movie_setreadonly},
{"framecount", emulua_getframecount}, // for those familiar with other emulators that have movie.framecount() instead of emulatorname.framecount()
{"play", movie_play},
{"replay", movie_replay},
{"stop", movie_close},
// alternative names
{"open", movie_play},
{"close", movie_close},
{"getname", movie_getname},
{"playback", movie_play},
{"getreadonly", movie_getreadonly},
{NULL, NULL}
};
static const struct luaL_reg soundlib [] =
{
{"clear", sound_clear},
{NULL, NULL}
};
static const struct CFuncInfo
{
const char* library;
const char* name;
const char* args;
bool registry;
}
cFuncInfo [] = // this info is stored here to avoid having to change all of Lua's libraries to use something like DEFINE_LUA_FUNCTION
{
{LUA_STRLIBNAME, "byte", "str[,start[,end]]"},
{LUA_STRLIBNAME, "char", "...[bytes]"},
{LUA_STRLIBNAME, "dump", "func"},
{LUA_STRLIBNAME, "find", "str,pattern[,init[,plain]]"},
{LUA_STRLIBNAME, "format", "formatstring,..."},
{LUA_STRLIBNAME, "gfind", "!deprecated!"},
{LUA_STRLIBNAME, "gmatch", "str,pattern"},
{LUA_STRLIBNAME, "gsub", "str,pattern,repl[,n]"},
{LUA_STRLIBNAME, "len", "str"},
{LUA_STRLIBNAME, "lower", "str"},
{LUA_STRLIBNAME, "match", "str,pattern[,init]"},
{LUA_STRLIBNAME, "rep", "str,n"},
{LUA_STRLIBNAME, "reverse", "str"},
{LUA_STRLIBNAME, "sub", "str,start[,end]"},
{LUA_STRLIBNAME, "upper", "str"},
{NULL, "module", "name[,...]"},
{NULL, "require", "modname"},
{LUA_LOADLIBNAME, "loadlib", "libname,funcname"},
{LUA_LOADLIBNAME, "seeall", "module"},
{LUA_COLIBNAME, "create", "func"},
{LUA_COLIBNAME, "resume", "co[,val1,...]"},
{LUA_COLIBNAME, "running", ""},
{LUA_COLIBNAME, "status", "co"},
{LUA_COLIBNAME, "wrap", "func"},
{LUA_COLIBNAME, "yield", "..."},
{NULL, "assert", "cond[,message]"},
{NULL, "collectgarbage", "opt[,arg]"},
{NULL, "gcinfo", ""},
{NULL, "dofile", "filename"},
{NULL, "error", "message[,level]"},
{NULL, "getfenv", "[level_or_func]"},
{NULL, "getmetatable", "object"},
{NULL, "ipairs", "arraytable"},
{NULL, "load", "func[,chunkname]"},
{NULL, "loadfile", "[filename]"},
{NULL, "loadstring", "str[,chunkname]"},
{NULL, "next", "table[,index]"},
{NULL, "pairs", "table"},
{NULL, "pcall", "func,arg1,..."},
{NULL, "rawequal", "v1,v2"},
{NULL, "rawget", "table,index"},
{NULL, "rawset", "table,index,value"},
{NULL, "select", "index,..."},
{NULL, "setfenv", "level_or_func,envtable"},
{NULL, "setmetatable", "table,metatable"},
{NULL, "tonumber", "str_or_num[,base]"},
{NULL, "type", "obj"},
{NULL, "unpack", "list[,i=1[,j=#list]]"},
{NULL, "xpcall", "func,errhandler"},
{NULL, "newproxy", "hasmeta"},
{LUA_MATHLIBNAME, "abs", "x"},
{LUA_MATHLIBNAME, "acos", "x"},
{LUA_MATHLIBNAME, "asin", "x"},
{LUA_MATHLIBNAME, "atan", "x"},
{LUA_MATHLIBNAME, "atan2", "y,x"},
{LUA_MATHLIBNAME, "ceil", "x"},
{LUA_MATHLIBNAME, "cos", "rads"},
{LUA_MATHLIBNAME, "cosh", "x"},
{LUA_MATHLIBNAME, "deg", "rads"},
{LUA_MATHLIBNAME, "exp", "x"},
{LUA_MATHLIBNAME, "floor", "x"},
{LUA_MATHLIBNAME, "fmod", "x,y"},
{LUA_MATHLIBNAME, "frexp", "x"},
{LUA_MATHLIBNAME, "ldexp", "m,e"},
{LUA_MATHLIBNAME, "log", "x"},
{LUA_MATHLIBNAME, "log10", "x"},
{LUA_MATHLIBNAME, "max", "x,..."},
{LUA_MATHLIBNAME, "min", "x,..."},
{LUA_MATHLIBNAME, "modf", "x"},
{LUA_MATHLIBNAME, "pow", "x,y"},
{LUA_MATHLIBNAME, "rad", "degs"},
{LUA_MATHLIBNAME, "random", "[m[,n]]"},
{LUA_MATHLIBNAME, "randomseed", "x"},
{LUA_MATHLIBNAME, "sin", "rads"},
{LUA_MATHLIBNAME, "sinh", "x"},
{LUA_MATHLIBNAME, "sqrt", "x"},
{LUA_MATHLIBNAME, "tan", "rads"},
{LUA_MATHLIBNAME, "tanh", "x"},
{LUA_IOLIBNAME, "close", "[file]"},
{LUA_IOLIBNAME, "flush", ""},
{LUA_IOLIBNAME, "input", "[file]"},
{LUA_IOLIBNAME, "lines", "[filename]"},
{LUA_IOLIBNAME, "open", "filename[,mode=\"r\"]"},
{LUA_IOLIBNAME, "output", "[file]"},
{LUA_IOLIBNAME, "popen", "prog,[model]"},
{LUA_IOLIBNAME, "read", "..."},
{LUA_IOLIBNAME, "tmpfile", ""},
{LUA_IOLIBNAME, "type", "obj"},
{LUA_IOLIBNAME, "write", "..."},
{LUA_OSLIBNAME, "clock", ""},
{LUA_OSLIBNAME, "date", "[format[,time]]"},
{LUA_OSLIBNAME, "difftime", "t2,t1"},
{LUA_OSLIBNAME, "execute", "[command]"},
{LUA_OSLIBNAME, "exit", "[code]"},
{LUA_OSLIBNAME, "getenv", "varname"},
{LUA_OSLIBNAME, "remove", "filename"},
{LUA_OSLIBNAME, "rename", "oldname,newname"},
{LUA_OSLIBNAME, "setlocale", "locale[,category]"},
{LUA_OSLIBNAME, "time", "[timetable]"},
{LUA_OSLIBNAME, "tmpname", ""},
{LUA_DBLIBNAME, "debug", ""},
{LUA_DBLIBNAME, "getfenv", "o"},
{LUA_DBLIBNAME, "gethook", "[thread]"},
{LUA_DBLIBNAME, "getinfo", "[thread,]function[,what]"},
{LUA_DBLIBNAME, "getlocal", "[thread,]level,local"},
{LUA_DBLIBNAME, "getmetatable", "[object]"},
{LUA_DBLIBNAME, "getregistry", ""},
{LUA_DBLIBNAME, "getupvalue", "func,up"},
{LUA_DBLIBNAME, "setfenv", "object,table"},
{LUA_DBLIBNAME, "sethook", "[thread,]hook,mask[,count]"},
{LUA_DBLIBNAME, "setlocal", "[thread,]level,local,value"},
{LUA_DBLIBNAME, "setmetatable", "object,table"},
{LUA_DBLIBNAME, "setupvalue", "func,up,value"},
{LUA_DBLIBNAME, "traceback", "[thread,][message][,level]"},
{LUA_TABLIBNAME, "concat", "table[,sep[,i[,j]]]"},
{LUA_TABLIBNAME, "insert", "table,[pos,]value"},
{LUA_TABLIBNAME, "maxn", "table"},
{LUA_TABLIBNAME, "remove", "table[,pos]"},
{LUA_TABLIBNAME, "sort", "table[,comp]"},
{LUA_TABLIBNAME, "foreach", "table,func"},
{LUA_TABLIBNAME, "foreachi", "table,func"},
{LUA_TABLIBNAME, "getn", "table"},
{LUA_TABLIBNAME, "maxn", "table"},
{LUA_TABLIBNAME, "setn", "table,value"}, // I know some of these are obsolete but they should still have argument info if they're exposed to the user
{LUA_FILEHANDLE, "setvbuf", "mode[,size]", true},
{LUA_FILEHANDLE, "lines", "", true},
{LUA_FILEHANDLE, "read", "...", true},
{LUA_FILEHANDLE, "flush", "", true},
{LUA_FILEHANDLE, "seek", "[whence][,offset]", true},
{LUA_FILEHANDLE, "write", "...", true},
{LUA_FILEHANDLE, "__tostring", "obj", true},
{LUA_FILEHANDLE, "__gc", "", true},
{"_LOADLIB", "__gc", "", true},
};
void registerLibs(lua_State* L)
{
luaL_openlibs(L);
luaL_register(L, "emu", emulualib); // added for better cross-emulator compatibility
luaL_register(L, "emulua", emulualib); // kept for backward compatibility
luaL_register(L, "gui", guilib);
luaL_register(L, "savestate", statelib);
luaL_register(L, "memory", memorylib);
luaL_register(L, "joypad", joylib); // for game input
luaL_register(L, "input", inputlib); // for user input
luaL_register(L, "movie", movielib);
luaL_register(L, "sound", soundlib);
lua_settop(L, 0); // clean the stack, because each call to luaL_register leaves a table on top
// register a few utility functions outside of libraries (in the global namespace)
lua_register(L, "print", print);
lua_register(L, "tostring", tostring);
lua_register(L, "addressof", addressof);
lua_register(L, "copytable", copytable);
lua_register(L, "AND", _bitand);
lua_register(L, "OR", _bitor);
lua_register(L, "XOR", bitxor);
lua_register(L, "SHIFT", bitshift);
lua_register(L, "BIT", bitbit);
// populate s_cFuncInfoMap the first time
static bool once = true;
if(once)
{
once = false;
for(unsigned int i = 0; i < sizeof(cFuncInfo)/sizeof(*cFuncInfo); i++)
{
const CFuncInfo& cfi = cFuncInfo[i];
if(cfi.registry)
{
lua_getregistry(L);
lua_getfield(L, -1, cfi.library);
lua_remove(L, -2);
lua_getfield(L, -1, cfi.name);
lua_remove(L, -2);
}
else if(cfi.library)
{
lua_getfield(L, LUA_GLOBALSINDEX, cfi.library);
lua_getfield(L, -1, cfi.name);
lua_remove(L, -2);
}
else
{
lua_getfield(L, LUA_GLOBALSINDEX, cfi.name);
}
lua_CFunction func = lua_tocfunction(L, -1);
s_cFuncInfoMap[func] = cfi.args;
lua_pop(L, 1);
}
// deal with some stragglers
lua_getfield(L, LUA_GLOBALSINDEX, "package");
lua_getfield(L, -1, "loaders");
lua_remove(L, -2);
if(lua_istable(L, -1))
{
for(int i=1;;i++)
{
lua_rawgeti(L, -1, i);
lua_CFunction func = lua_tocfunction(L, -1);
lua_pop(L,1);
if(!func)
break;
s_cFuncInfoMap[func] = "name";
}
}
lua_pop(L,1);
}
// push arrays for storing hook functions in
for(int i = 0; i < LUAMEMHOOK_COUNT; i++)
{
lua_newtable(L);
lua_setfield(L, LUA_REGISTRYINDEX, luaMemHookTypeStrings[i]);
}
}
void ResetInfo(LuaContextInfo& info)
{
info.L = NULL;
info.started = false;
info.running = false;
info.returned = false;
info.crashed = false;
info.restart = false;
info.restartLater = false;
info.worryCount = 0;
info.stopWorrying = false;
info.panic = false;
info.ranExit = false;
info.numDeferredGUIFuncs = 0;
info.ranFrameAdvance = false;
info.transparencyModifier = 255;
info.speedMode = SPEEDMODE_NORMAL;
info.guiFuncsNeedDeferring = false;
info.dataSaveKey = 0;
info.dataLoadKey = 0;
info.dataSaveLoadKeySet = false;
info.rerecordCountingDisabled = false;
info.numMemHooks = 0;
info.persistVars.clear();
info.newDefaultData.ClearRecords();
}
void OpenLuaContext(int uid, void(*print)(int uid, const char* str), void(*onstart)(int uid), void(*onstop)(int uid, bool statusOK))
{
LuaContextInfo* newInfo = new LuaContextInfo();
ResetInfo(*newInfo);
newInfo->print = print;
newInfo->onstart = onstart;
newInfo->onstop = onstop;
luaContextInfo[uid] = newInfo;
}
void RunLuaScriptFile(int uid, const char* filenameCStr)
{
if(luaContextInfo.find(uid) == luaContextInfo.end())
return;
StopLuaScript(uid);
LuaContextInfo& info = *luaContextInfo[uid];
#ifdef USE_INFO_STACK
infoStack.insert(infoStack.begin(), &info);
struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope; // doing it like this makes sure that the info stack gets cleaned up even if an exception is thrown
(void)scope;
#endif
info.nextFilename = filenameCStr;
if(info.running)
{
// it's a little complicated, but... the call to luaL_dofile below
// could call a C function that calls this very function again
// additionally, if that happened then the above call to StopLuaScript
// probably couldn't stop the script yet, so instead of continuing,
// we'll set a flag that tells the first call of this function to loop again
// when the script is able to stop safely
info.restart = true;
return;
}
do
{
std::string filename = info.nextFilename;
lua_State* L = lua_open();
#ifndef USE_INFO_STACK
luaStateToContextMap[L] = &info;
#endif
luaStateToUIDMap[L] = uid;
ResetInfo(info);
info.L = L;
info.guiFuncsNeedDeferring = true;
info.lastFilename = filename;
SetSaveKey(info, FilenameFromPath(filename.c_str()));
info.dataSaveLoadKeySet = false;
registerLibs(L);
// register a function to periodically check for inactivity
lua_sethook(L, LuaRescueHook, LUA_MASKCOUNT, HOOKCOUNT);
// deferred evaluation table
lua_newtable(L);
lua_setfield(L, LUA_REGISTRYINDEX, deferredGUIIDString);
info.started = true;
RefreshScriptStartedStatus();
if(info.onstart)
info.onstart(uid);
info.running = true;
RefreshScriptSpeedStatus();
info.returned = false;
int errorcode = luaL_dofile(L,filename.c_str());
info.running = false;
RefreshScriptSpeedStatus();
info.returned = true;
if (errorcode)
{
info.crashed = true;
if(info.print)
{
info.print(uid, lua_tostring(L,-1));
info.print(uid, "\r\n");
}
else
{
fprintf(stderr, "%s\n", lua_tostring(L,-1));
}
StopLuaScript(uid);
}
else
{
StopScriptIfFinished(uid, true);
}
} while(info.restart);
}
void StopScriptIfFinished(int uid, bool justReturned)
{
LuaContextInfo& info = *luaContextInfo[uid];
if(!info.returned)
return;
// the script has returned, but it is not necessarily done running
// because it may have registered a function that it expects to keep getting called
// so check if it has any registered functions and stop the script only if it doesn't
bool keepAlive = (info.numMemHooks != 0);
for(int calltype = 0; calltype < LUACALL_COUNT && !keepAlive; calltype++)
{
lua_State* L = info.L;
if(L)
{
const char* idstring = luaCallIDStrings[calltype];
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
bool isFunction = lua_isfunction(L, -1);
lua_pop(L, 1);
if(isFunction)
keepAlive = true;
}
}
if(keepAlive)
{
if(justReturned)
{
if(info.print)
info.print(uid, "script returned but is still running registered functions\r\n");
else
fprintf(stderr, "%s\n", "script returned but is still running registered functions");
}
}
else
{
if(!info.print)
fprintf(stderr, "%s\n", "script finished running");
StopLuaScript(uid);
}
}
void RequestAbortLuaScript(int uid, const char* message)
{
if(luaContextInfo.find(uid) == luaContextInfo.end())
return;
LuaContextInfo& info = *luaContextInfo[uid];
lua_State* L = info.L;
if(L)
{
// this probably isn't the right way to do it
// but calling luaL_error here is positively unsafe
// (it seemingly works fine but sometimes corrupts the emulation state in colorful ways)
// and this works pretty well and is definitely safe, so screw it
info.L->hookcount = 1; // run hook function as soon as possible
info.panic = true; // and call luaL_error once we're inside the hook function
info.restart = false; // also cancel prior restart requests
if(message)
{
strncpy(info.panicMessage, message, sizeof(info.panicMessage));
info.panicMessage[sizeof(info.panicMessage)-1] = 0;
}
else
{
// attach file/line info because this is the case where it's most necessary to see that,
// and often it won't be possible for the later luaL_error call to retrieve it otherwise.
// this means sometimes printing multiple file/line numbers if luaL_error does find something,
// but that's fine since more information is probably better anyway.
luaL_where(L,0); // should be 0 and not 1 here to get useful (on force stop) messages
const char* whereString = lua_tostring(L,-1);
snprintf(info.panicMessage, sizeof(info.panicMessage), "%sscript terminated", whereString);
lua_pop(L,1);
}
}
}
void SetSaveKey(LuaContextInfo& info, const char* key)
{
info.dataSaveKey = crc32(0, (const unsigned char*)key, (int)strlen(key));
if(!info.dataSaveLoadKeySet)
{
info.dataLoadKey = info.dataSaveKey;
info.dataSaveLoadKeySet = true;
}
}
void SetLoadKey(LuaContextInfo& info, const char* key)
{
info.dataLoadKey = crc32(0, (const unsigned char*)key, (int)strlen(key));
if(!info.dataSaveLoadKeySet)
{
info.dataSaveKey = info.dataLoadKey;
info.dataSaveLoadKeySet = true;
}
}
void HandleCallbackError(lua_State* L, LuaContextInfo& info, int uid, bool stopScript)
{
info.crashed = true;
if(L->errfunc || L->errorJmp)
luaL_error(L, lua_tostring(L,-1));
else
{
if(info.print)
{
info.print(uid, lua_tostring(L,-1));
info.print(uid, "\r\n");
}
else
{
fprintf(stderr, "%s\n", lua_tostring(L,-1));
}
if(stopScript)
StopLuaScript(uid);
}
}
void CallExitFunction(int uid)
{
LuaContextInfo& info = *luaContextInfo[uid];
lua_State* L = info.L;
if(!L)
return;
dontworry(info);
// first call the registered exit function if there is one
if(!info.ranExit)
{
info.ranExit = true;
#ifdef USE_INFO_STACK
infoStack.insert(infoStack.begin(), &info);
struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope;
(void)scope;
#endif
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, luaCallIDStrings[LUACALL_BEFOREEXIT]);
int errorcode = 0;
if (lua_isfunction(L, -1))
{
bool wasRunning = info.running;
info.running = true;
RefreshScriptSpeedStatus();
bool wasPanic = info.panic;
info.panic = false; // otherwise we could barely do anything in the exit function
errorcode = lua_pcall(L, 0, 0, 0);
info.panic |= wasPanic; // restore panic
info.running = wasRunning;
RefreshScriptSpeedStatus();
}
// save persisted variable info after the exit function runs (even if it crashed)
{
// gather the final value of the variables we're supposed to persist
LuaSaveData newExitData;
{
int numPersistVars = (int)info.persistVars.size();
for(int i = 0; i < numPersistVars; i++)
{
const char* varName = info.persistVars[i].c_str();
lua_getfield(L, LUA_GLOBALSINDEX, varName);
unsigned int varNameCRC = crc32(0, (const unsigned char*)varName, (int)strlen(varName));
newExitData.SaveRecordPartial(uid, varNameCRC, -1);
lua_pop(L,1);
}
}
char path [1024] = {0};
char* pathTypeChrPtr = ConstructScriptSaveDataPath(path, 1024, info);
*pathTypeChrPtr = 'd';
if(info.newDefaultData.recordList)
{
FILE* defaultsFile = fopen(path, "wb");
if(defaultsFile)
{
info.newDefaultData.ExportRecords(defaultsFile);
fclose(defaultsFile);
}
}
else unlink(path);
*pathTypeChrPtr = 'e';
if(newExitData.recordList)
{
FILE* persistFile = fopen(path, "wb");
if(persistFile)
{
newExitData.ExportRecords(persistFile);
fclose(persistFile);
}
}
else unlink(path);
}
if (errorcode)
HandleCallbackError(L,info,uid,false);
}
}
void StopLuaScript(int uid)
{
LuaContextInfo* infoPtr = luaContextInfo[uid];
if(!infoPtr)
return;
LuaContextInfo& info = *infoPtr;
if(info.running)
{
// if it's currently running then we can't stop it now without crashing
// so the best we can do is politely request for it to go kill itself
RequestAbortLuaScript(uid);
return;
}
lua_State* L = info.L;
if(L)
{
CallExitFunction(uid);
if(info.onstop)
{
info.stopWorrying = true, info.worryCount++, dontworry(info); // clear "busy" status
info.onstop(uid, !info.crashed); // must happen before closing L and after the exit function, otherwise the final GUI state of the script won't be shown properly or at all
}
if(info.started) // this check is necessary
{
lua_close(L);
#ifndef USE_INFO_STACK
luaStateToContextMap.erase(L);
#endif
luaStateToUIDMap.erase(L);
info.L = NULL;
info.started = false;
info.numMemHooks = 0;
for(int i = 0; i < LUAMEMHOOK_COUNT; i++)
CalculateMemHookRegions((LuaMemHookType)i);
}
RefreshScriptStartedStatus();
}
}
void CloseLuaContext(int uid)
{
StopLuaScript(uid);
delete luaContextInfo[uid];
luaContextInfo.erase(uid);
}
// the purpose of this structure is to provide a way of
// QUICKLY determining whether a memory address range has a hook associated with it,
// with a bias toward fast rejection because the majority of addresses will not be hooked.
// (it must not use any part of Lua or perform any per-script operations,
// otherwise it would definitely be too slow.)
// calculating the regions when a hook is added/removed may be slow,
// but this is an intentional tradeoff to obtain a high speed of checking during later execution
struct TieredRegion
{
template<unsigned int maxGap>
struct Region
{
struct Island
{
unsigned int start;
unsigned int end;
__forceinline bool Contains(unsigned int address, int size) const { return address < end && address+size > start; }
};
std::vector<Island> islands;
void Calculate(const std::vector<unsigned int>& bytes)
{
islands.clear();
unsigned int lastEnd = ~0;
std::vector<unsigned int>::const_iterator iter = bytes.begin();
std::vector<unsigned int>::const_iterator end = bytes.end();
for(; iter != end; ++iter)
{
unsigned int addr = *iter;
if(addr < lastEnd || addr > lastEnd + (long long)maxGap)
{
islands.push_back(Island());
islands.back().start = addr;
}
islands.back().end = addr+1;
lastEnd = addr+1;
}
}
bool Contains(unsigned int address, int size) const
{
typename std::vector<Island>::const_iterator iter = islands.begin();
typename std::vector<Island>::const_iterator end = islands.end();
for(; iter != end; ++iter)
if(iter->Contains(address, size))
return true;
return false;
}
};
Region<0xFFFFFFFF> broad;
Region<0x1000> mid;
Region<0> narrow;
void Calculate(std::vector<unsigned int>& bytes)
{
std::sort(bytes.begin(), bytes.end());
broad.Calculate(bytes);
mid.Calculate(bytes);
narrow.Calculate(bytes);
}
TieredRegion()
{
std::vector<unsigned int> bytes;
Calculate(bytes);
// GCC didn't like the old style
// Calculate(std::vector<unsigned int>());
}
__forceinline int NotEmpty()
{
return (int)broad.islands.size();
}
// note: it is illegal to call this if NotEmpty() returns 0
__forceinline bool Contains(unsigned int address, int size)
{
return broad.islands[0].Contains(address,size) &&
mid.Contains(address,size) &&
narrow.Contains(address,size);
}
};
TieredRegion hookedRegions [LUAMEMHOOK_COUNT];
static void CalculateMemHookRegions(LuaMemHookType hookType)
{
std::vector<unsigned int> hookedBytes;
std::map<int, LuaContextInfo*>::iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::iterator end = luaContextInfo.end();
while(iter != end)
{
LuaContextInfo& info = *iter->second;
if(info.numMemHooks)
{
lua_State* L = info.L;
if(L)
{
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, luaMemHookTypeStrings[hookType]);
lua_pushnil(L);
while(lua_next(L, -2))
{
if(lua_isfunction(L, -1))
{
unsigned int addr = (int)lua_tointeger(L, -2);
hookedBytes.push_back(addr);
}
lua_pop(L, 1);
}
lua_settop(L, 0);
}
}
++iter;
}
hookedRegions[hookType].Calculate(hookedBytes);
}
static void CallRegisteredLuaMemHook_LuaMatch(unsigned int address, int size, unsigned int value, LuaMemHookType hookType)
{
std::map<int, LuaContextInfo*>::iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::iterator end = luaContextInfo.end();
while(iter != end)
{
LuaContextInfo& info = *iter->second;
if(info.numMemHooks)
{
lua_State* L = info.L;
if(L && !info.panic)
{
#ifdef USE_INFO_STACK
infoStack.insert(infoStack.begin(), &info);
struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope;
(void)scope;
#endif
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, luaMemHookTypeStrings[hookType]);
for(unsigned int i = address; i != address+size; i++)
{
lua_rawgeti(L, -1, i);
if (lua_isfunction(L, -1))
{
bool wasRunning = info.running;
info.running = true;
RefreshScriptSpeedStatus();
lua_pushinteger(L, address);
lua_pushinteger(L, size);
int errorcode = lua_pcall(L, 2, 0, 0);
info.running = wasRunning;
RefreshScriptSpeedStatus();
if (errorcode)
{
int uid = iter->first;
HandleCallbackError(L,info,uid,true);
}
break;
}
else
{
lua_pop(L,1);
}
}
lua_settop(L, 0);
}
}
++iter;
}
}
void CallRegisteredLuaMemHook(unsigned int address, int size, unsigned int value, LuaMemHookType hookType)
{
// performance critical! (called VERY frequently)
// I suggest timing a large number of calls to this function in Release if you change anything in here,
// before and after, because even the most innocent change can make it become 30% to 400% slower.
// a good amount to test is: 100000000 calls with no hook set, and another 100000000 with a hook set.
// (on my system that consistently took 200 ms total in the former case and 350 ms total in the latter case)
if(hookedRegions[hookType].NotEmpty())
{
if((hookType <= LUAMEMHOOK_EXEC) && (address >= 0xE00000))
address |= 0xFF0000; // account for mirroring of RAM
if(hookedRegions[hookType].Contains(address, size))
CallRegisteredLuaMemHook_LuaMatch(address, size, value, hookType); // something has hooked this specific address
}
}
void CallRegisteredLuaFunctions(LuaCallID calltype)
{
assert((unsigned int)calltype < (unsigned int)LUACALL_COUNT);
const char* idstring = luaCallIDStrings[calltype];
std::map<int, LuaContextInfo*>::iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::iterator end = luaContextInfo.end();
while(iter != end)
{
int uid = iter->first;
LuaContextInfo& info = *iter->second;
lua_State* L = info.L;
if(L && (!info.panic || calltype == LUACALL_BEFOREEXIT))
{
#ifdef USE_INFO_STACK
infoStack.insert(infoStack.begin(), &info);
struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope;
(void)scope;
#endif
// handle deferred GUI function calls and disabling deferring when unnecessary
if(calltype == LUACALL_AFTEREMULATIONGUI || calltype == LUACALL_AFTEREMULATION)
info.guiFuncsNeedDeferring = false;
if(calltype == LUACALL_AFTEREMULATIONGUI)
CallDeferredFunctions(L, deferredGUIIDString);
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
if (lua_isfunction(L, -1))
{
bool wasRunning = info.running;
info.running = true;
RefreshScriptSpeedStatus();
int errorcode = lua_pcall(L, 0, 0, 0);
info.running = wasRunning;
RefreshScriptSpeedStatus();
if (errorcode)
HandleCallbackError(L,info,uid,true);
}
else
{
lua_pop(L, 1);
}
info.guiFuncsNeedDeferring = true;
}
++iter;
}
}
void CallRegisteredLuaSaveFunctions(int savestateNumber, LuaSaveData& saveData)
{
const char* idstring = luaCallIDStrings[LUACALL_BEFORESAVE];
std::map<int, LuaContextInfo*>::iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::iterator end = luaContextInfo.end();
while(iter != end)
{
int uid = iter->first;
LuaContextInfo& info = *iter->second;
lua_State* L = info.L;
if(L)
{
#ifdef USE_INFO_STACK
infoStack.insert(infoStack.begin(), &info);
struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope;
(void)scope;
#endif
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
if (lua_isfunction(L, -1))
{
bool wasRunning = info.running;
info.running = true;
RefreshScriptSpeedStatus();
lua_pushinteger(L, savestateNumber);
int errorcode = lua_pcall(L, 1, LUA_MULTRET, 0);
info.running = wasRunning;
RefreshScriptSpeedStatus();
if (errorcode)
HandleCallbackError(L,info,uid,true);
saveData.SaveRecord(uid, info.dataSaveKey);
}
else
{
lua_pop(L, 1);
}
}
++iter;
}
}
void CallRegisteredLuaLoadFunctions(int savestateNumber, const LuaSaveData& saveData)
{
const char* idstring = luaCallIDStrings[LUACALL_AFTERLOAD];
std::map<int, LuaContextInfo*>::iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::iterator end = luaContextInfo.end();
while(iter != end)
{
int uid = iter->first;
LuaContextInfo& info = *iter->second;
lua_State* L = info.L;
if(L)
{
#ifdef USE_INFO_STACK
infoStack.insert(infoStack.begin(), &info);
struct Scope { ~Scope(){ infoStack.erase(infoStack.begin()); } } scope;
(void)scope;
#endif
lua_settop(L, 0);
lua_getfield(L, LUA_REGISTRYINDEX, idstring);
if (lua_isfunction(L, -1))
{
bool wasRunning = info.running;
info.running = true;
RefreshScriptSpeedStatus();
// since the scriptdata can be very expensive to load
// (e.g. the registered save function returned some huge tables)
// check the number of parameters the registered load function expects
// and don't bother loading the parameters it wouldn't receive anyway
int numParamsExpected = (L->top - 1)->value.gc->cl.l.p->numparams;
if(numParamsExpected) numParamsExpected--; // minus one for the savestate number we always pass in
int prevGarbage = lua_gc(L, LUA_GCCOUNT, 0);
lua_pushinteger(L, savestateNumber);
saveData.LoadRecord(uid, info.dataLoadKey, numParamsExpected);
int n = lua_gettop(L) - 1;
int errorcode = lua_pcall(L, n, 0, 0);
info.running = wasRunning;
RefreshScriptSpeedStatus();
if (errorcode)
HandleCallbackError(L,info,uid,true);
else
{
int newGarbage = lua_gc(L, LUA_GCCOUNT, 0);
if(newGarbage - prevGarbage > 50)
{
// now seems to be a very good time to run the garbage collector
// it might take a while now but that's better than taking 10 whiles 9 loads from now
lua_gc(L, LUA_GCCOLLECT, 0);
}
}
}
else
{
lua_pop(L, 1);
}
}
++iter;
}
}
static const unsigned char* s_dbg_dataStart = NULL;
static int s_dbg_dataSize = 0;
// can't remember what the best way of doing this is...
#if defined(i386) || defined(__i386) || defined(__i386__) || defined(M_I86) || defined(_M_IX86)
#define IS_LITTLE_ENDIAN
#endif
// push a value's bytes onto the output stack
template<typename T>
void PushBinaryItem(T item, std::vector<unsigned char>& output)
{
unsigned char* buf = (unsigned char*)&item;
#ifdef IS_LITTLE_ENDIAN
for(int i = sizeof(T); i; i--)
output.push_back(*buf++);
#else
int vecsize = (int)output.size();
for(int i = sizeof(T); i; i--)
output.insert(output.begin() + vecsize, *buf++);
#endif
}
// read a value from the byte stream and advance the stream by its size
template<typename T>
T AdvanceByteStream(const unsigned char*& data, unsigned int& remaining)
{
#ifdef IS_LITTLE_ENDIAN
T rv = *(T*)data;
data += sizeof(T);
#else
T rv; unsigned char* rvptr = (unsigned char*)&rv;
for(int i = sizeof(T)-1; i>=0; i--)
rvptr[i] = *data++;
#endif
remaining -= sizeof(T);
return rv;
}
// advance the byte stream by a certain size without reading a value
void AdvanceByteStream(const unsigned char*& data, unsigned int& remaining, int amount)
{
data += amount;
remaining -= amount;
}
#define LUAEXT_TLONG 30 // 0x1E // 4-byte signed integer
#define LUAEXT_TUSHORT 31 // 0x1F // 2-byte unsigned integer
#define LUAEXT_TSHORT 32 // 0x20 // 2-byte signed integer
#define LUAEXT_TBYTE 33 // 0x21 // 1-byte unsigned integer
#define LUAEXT_TNILS 34 // 0x22 // multiple nils represented by a 4-byte integer (warning: becomes multiple stack entities)
#define LUAEXT_TTABLE 0x40 // 0x40 through 0x4F // tables of different sizes:
#define LUAEXT_BITS_1A 0x01 // size of array part fits in a 1-byte unsigned integer
#define LUAEXT_BITS_2A 0x02 // size of array part fits in a 2-byte unsigned integer
#define LUAEXT_BITS_4A 0x03 // size of array part fits in a 4-byte unsigned integer
#define LUAEXT_BITS_1H 0x04 // size of hash part fits in a 1-byte unsigned integer
#define LUAEXT_BITS_2H 0x08 // size of hash part fits in a 2-byte unsigned integer
#define LUAEXT_BITS_4H 0x0C // size of hash part fits in a 4-byte unsigned integer
#define BITMATCH(x,y) (((x) & (y)) == (y))
static void PushNils(std::vector<unsigned char>& output, int& nilcount)
{
int count = nilcount;
nilcount = 0;
static const int minNilsWorthEncoding = 6; // because a LUAEXT_TNILS entry is 5 bytes
if(count < minNilsWorthEncoding)
{
for(int i = 0; i < count; i++)
output.push_back(LUA_TNIL);
}
else
{
output.push_back(LUAEXT_TNILS);
PushBinaryItem<u32>(count, output);
}
}
static void LuaStackToBinaryConverter(lua_State* L, int i, std::vector<unsigned char>& output)
{
int type = lua_type(L, i);
// the first byte of every serialized item says what Lua type it is
output.push_back(type & 0xFF);
switch(type)
{
default:
{
//printf("wrote unknown type %d (0x%x)\n", type, type);
//assert(0);
LuaContextInfo& info = GetCurrentInfo();
if(info.print)
{
char errmsg [1024];
sprintf(errmsg, "values of type \"%s\" are not allowed to be returned from registered save functions.\r\n", luaL_typename(L,i));
info.print(luaStateToUIDMap[L], errmsg);
}
else
{
fprintf(stderr, "values of type \"%s\" are not allowed to be returned from registered save functions.\n", luaL_typename(L,i));
}
}
break;
case LUA_TNIL:
// no information necessary beyond the type
break;
case LUA_TBOOLEAN:
// serialize as 0 or 1
output.push_back(lua_toboolean(L,i));
break;
case LUA_TSTRING:
// serialize as a 0-terminated string of characters
{
const char* str = lua_tostring(L,i);
while(*str)
output.push_back(*str++);
output.push_back('\0');
}
break;
case LUA_TNUMBER:
{
double num = (double)lua_tonumber(L,i);
s32 inum = (s32)lua_tointeger(L,i);
if(num != inum)
{
PushBinaryItem(num, output);
}
else
{
if((inum & ~0xFF) == 0)
type = LUAEXT_TBYTE;
else if((u16)(inum & 0xFFFF) == inum)
type = LUAEXT_TUSHORT;
else if((s16)(inum & 0xFFFF) == inum)
type = LUAEXT_TSHORT;
else
type = LUAEXT_TLONG;
output.back() = type;
switch(type)
{
case LUAEXT_TLONG:
PushBinaryItem<s32>(inum, output);
break;
case LUAEXT_TUSHORT:
PushBinaryItem<u16>(inum, output);
break;
case LUAEXT_TSHORT:
PushBinaryItem<s16>(inum, output);
break;
case LUAEXT_TBYTE:
output.push_back(inum);
break;
}
}
}
break;
case LUA_TTABLE:
// serialize as a type that describes how many bytes are used for
// storing the counts, followed by the number of array entries if
// any, then the number of hash entries if any, then a Lua value
// per array entry, then a (key,value) pair of Lua values per
// hashed entry note that the structure of table references are not
// faithfully serialized (yet)
{
int outputTypeIndex = (int)output.size() - 1;
int arraySize = 0;
int hashSize = 0;
if(lua_checkstack(L, 4) && std::find(s_tableAddressStack.begin(), s_tableAddressStack.end(), lua_topointer(L,i)) == s_tableAddressStack.end())
{
s_tableAddressStack.push_back(lua_topointer(L,i));
struct Scope { ~Scope(){ s_tableAddressStack.pop_back(); } } scope;
(void)scope;
bool wasnil = false;
int nilcount = 0;
arraySize = (int)lua_objlen(L, i);
int arrayValIndex = lua_gettop(L) + 1;
for(int j = 1; j <= arraySize; j++)
{
lua_rawgeti(L, i, j);
bool isnil = lua_isnil(L, arrayValIndex);
if(isnil)
nilcount++;
else
{
if(wasnil)
PushNils(output, nilcount);
LuaStackToBinaryConverter(L, arrayValIndex, output);
}
lua_pop(L, 1);
wasnil = isnil;
}
if(wasnil)
PushNils(output, nilcount);
if(arraySize)
lua_pushinteger(L, arraySize); // before first key
else
lua_pushnil(L); // before first key
int keyIndex = lua_gettop(L);
int valueIndex = keyIndex + 1;
while(lua_next(L, i))
{
assert(lua_type(L, keyIndex) && "nil key in Lua table, impossible");
assert(lua_type(L, valueIndex) && "nil value in Lua table, impossible");
LuaStackToBinaryConverter(L, keyIndex, output);
LuaStackToBinaryConverter(L, valueIndex, output);
lua_pop(L, 1);
hashSize++;
}
}
int outputType = LUAEXT_TTABLE;
if(arraySize & 0xFFFF0000)
outputType |= LUAEXT_BITS_4A;
else if(arraySize & 0xFF00)
outputType |= LUAEXT_BITS_2A;
else if(arraySize & 0xFF)
outputType |= LUAEXT_BITS_1A;
if(hashSize & 0xFFFF0000)
outputType |= LUAEXT_BITS_4H;
else if(hashSize & 0xFF00)
outputType |= LUAEXT_BITS_2H;
else if(hashSize & 0xFF)
outputType |= LUAEXT_BITS_1H;
output[outputTypeIndex] = outputType;
int insertIndex = outputTypeIndex;
if(BITMATCH(outputType,LUAEXT_BITS_4A) || BITMATCH(outputType,LUAEXT_BITS_2A) || BITMATCH(outputType,LUAEXT_BITS_1A))
output.insert(output.begin() + (++insertIndex), arraySize & 0xFF);
if(BITMATCH(outputType,LUAEXT_BITS_4A) || BITMATCH(outputType,LUAEXT_BITS_2A))
output.insert(output.begin() + (++insertIndex), (arraySize & 0xFF00) >> 8);
if(BITMATCH(outputType,LUAEXT_BITS_4A))
output.insert(output.begin() + (++insertIndex), (arraySize & 0x00FF0000) >> 16),
output.insert(output.begin() + (++insertIndex), (arraySize & 0xFF000000) >> 24);
if(BITMATCH(outputType,LUAEXT_BITS_4H) || BITMATCH(outputType,LUAEXT_BITS_2H) || BITMATCH(outputType,LUAEXT_BITS_1H))
output.insert(output.begin() + (++insertIndex), hashSize & 0xFF);
if(BITMATCH(outputType,LUAEXT_BITS_4H) || BITMATCH(outputType,LUAEXT_BITS_2H))
output.insert(output.begin() + (++insertIndex), (hashSize & 0xFF00) >> 8);
if(BITMATCH(outputType,LUAEXT_BITS_4H))
output.insert(output.begin() + (++insertIndex), (hashSize & 0x00FF0000) >> 16),
output.insert(output.begin() + (++insertIndex), (hashSize & 0xFF000000) >> 24);
} break;
}
}
// complements LuaStackToBinaryConverter
void BinaryToLuaStackConverter(lua_State* L, const unsigned char*& data, unsigned int& remaining)
{
assert(s_dbg_dataSize - (data - s_dbg_dataStart) == (int)remaining);
unsigned char type = AdvanceByteStream<unsigned char>(data, remaining);
switch(type)
{
default:
{
//printf("read unknown type %d (0x%x)\n", type, type);
//assert(0);
LuaContextInfo& info = GetCurrentInfo();
if(info.print)
{
char errmsg [1024];
if(type <= 10 && type != LUA_TTABLE)
sprintf(errmsg, "values of type \"%s\" are not allowed to be loaded into registered load functions. The save state's Lua save data file might be corrupted.\r\n", lua_typename(L,type));
else
sprintf(errmsg, "The save state's Lua save data file seems to be corrupted.\r\n");
info.print(luaStateToUIDMap[L], errmsg);
}
else
{
if(type <= 10 && type != LUA_TTABLE)
fprintf(stderr, "values of type \"%s\" are not allowed to be loaded into registered load functions. The save state's Lua save data file might be corrupted.\n", lua_typename(L,type));
else
fprintf(stderr, "The save state's Lua save data file seems to be corrupted.\n");
}
}
break;
case LUA_TNIL:
lua_pushnil(L);
break;
case LUA_TBOOLEAN:
lua_pushboolean(L, AdvanceByteStream<u8>(data, remaining));
break;
case LUA_TSTRING:
lua_pushstring(L, (const char*)data);
AdvanceByteStream(data, remaining, (int)strlen((const char*)data) + 1);
break;
case LUA_TNUMBER:
lua_pushnumber(L, AdvanceByteStream<double>(data, remaining));
break;
case LUAEXT_TLONG:
lua_pushinteger(L, AdvanceByteStream<s32>(data, remaining));
break;
case LUAEXT_TUSHORT:
lua_pushinteger(L, AdvanceByteStream<u16>(data, remaining));
break;
case LUAEXT_TSHORT:
lua_pushinteger(L, AdvanceByteStream<s16>(data, remaining));
break;
case LUAEXT_TBYTE:
lua_pushinteger(L, AdvanceByteStream<u8>(data, remaining));
break;
case LUAEXT_TTABLE:
case LUAEXT_TTABLE | LUAEXT_BITS_1A:
case LUAEXT_TTABLE | LUAEXT_BITS_2A:
case LUAEXT_TTABLE | LUAEXT_BITS_4A:
case LUAEXT_TTABLE | LUAEXT_BITS_1H:
case LUAEXT_TTABLE | LUAEXT_BITS_2H:
case LUAEXT_TTABLE | LUAEXT_BITS_4H:
case LUAEXT_TTABLE | LUAEXT_BITS_1A | LUAEXT_BITS_1H:
case LUAEXT_TTABLE | LUAEXT_BITS_2A | LUAEXT_BITS_1H:
case LUAEXT_TTABLE | LUAEXT_BITS_4A | LUAEXT_BITS_1H:
case LUAEXT_TTABLE | LUAEXT_BITS_1A | LUAEXT_BITS_2H:
case LUAEXT_TTABLE | LUAEXT_BITS_2A | LUAEXT_BITS_2H:
case LUAEXT_TTABLE | LUAEXT_BITS_4A | LUAEXT_BITS_2H:
case LUAEXT_TTABLE | LUAEXT_BITS_1A | LUAEXT_BITS_4H:
case LUAEXT_TTABLE | LUAEXT_BITS_2A | LUAEXT_BITS_4H:
case LUAEXT_TTABLE | LUAEXT_BITS_4A | LUAEXT_BITS_4H:
{
unsigned int arraySize = 0;
if(BITMATCH(type,LUAEXT_BITS_4A) || BITMATCH(type,LUAEXT_BITS_2A) || BITMATCH(type,LUAEXT_BITS_1A))
arraySize |= AdvanceByteStream<u8>(data, remaining);
if(BITMATCH(type,LUAEXT_BITS_4A) || BITMATCH(type,LUAEXT_BITS_2A))
arraySize |= ((u16)AdvanceByteStream<u8>(data, remaining)) << 8;
if(BITMATCH(type,LUAEXT_BITS_4A))
arraySize |= ((u32)AdvanceByteStream<u8>(data, remaining)) << 16,
arraySize |= ((u32)AdvanceByteStream<u8>(data, remaining)) << 24;
unsigned int hashSize = 0;
if(BITMATCH(type,LUAEXT_BITS_4H) || BITMATCH(type,LUAEXT_BITS_2H) || BITMATCH(type,LUAEXT_BITS_1H))
hashSize |= AdvanceByteStream<u8>(data, remaining);
if(BITMATCH(type,LUAEXT_BITS_4H) || BITMATCH(type,LUAEXT_BITS_2H))
hashSize |= ((u16)AdvanceByteStream<u8>(data, remaining)) << 8;
if(BITMATCH(type,LUAEXT_BITS_4H))
hashSize |= ((u32)AdvanceByteStream<u8>(data, remaining)) << 16,
hashSize |= ((u32)AdvanceByteStream<u8>(data, remaining)) << 24;
lua_createtable(L, arraySize, hashSize);
unsigned int n = 1;
while(n <= arraySize)
{
if(*data == LUAEXT_TNILS)
{
AdvanceByteStream(data, remaining, 1);
n += AdvanceByteStream<u32>(data, remaining);
}
else
{
BinaryToLuaStackConverter(L, data, remaining); // push value
lua_rawseti(L, -2, n); // table[n] = value
n++;
}
}
for(unsigned int h = 1; h <= hashSize; h++)
{
BinaryToLuaStackConverter(L, data, remaining); // push key
BinaryToLuaStackConverter(L, data, remaining); // push value
lua_rawset(L, -3); // table[key] = value
}
}
break;
}
}
static const unsigned char luaBinaryMajorVersion = 9;
static const unsigned char luaBinaryMinorVersion = 1;
unsigned char* LuaStackToBinary(lua_State* L, unsigned int& size)
{
int n = lua_gettop(L);
if(n == 0)
return NULL;
std::vector<unsigned char> output;
output.push_back(luaBinaryMajorVersion);
output.push_back(luaBinaryMinorVersion);
for(int i = 1; i <= n; i++)
LuaStackToBinaryConverter(L, i, output);
unsigned char* rv = new unsigned char [output.size()];
memcpy(rv, &output.front(), output.size());
size = (int)output.size();
return rv;
}
void BinaryToLuaStack(lua_State* L, const unsigned char* data, unsigned int size, unsigned int itemsToLoad)
{
unsigned char major = *data++;
unsigned char minor = *data++;
size -= 2;
if(luaBinaryMajorVersion != major || luaBinaryMinorVersion != minor)
return;
while(size > 0 && itemsToLoad > 0)
{
BinaryToLuaStackConverter(L, data, size);
itemsToLoad--;
}
}
// saves Lua stack into a record and pops it
void LuaSaveData::SaveRecord(int uid, unsigned int key)
{
LuaContextInfo& info = *luaContextInfo[uid];
lua_State* L = info.L;
if(!L)
return;
Record* cur = new Record();
cur->key = key;
cur->data = LuaStackToBinary(L, cur->size);
cur->next = NULL;
lua_settop(L,0);
if(cur->size <= 0)
{
delete cur;
return;
}
Record* last = recordList;
while(last && last->next)
last = last->next;
if(last)
last->next = cur;
else
recordList = cur;
}
// pushes a record's data onto the Lua stack
void LuaSaveData::LoadRecord(int uid, unsigned int key, unsigned int itemsToLoad) const
{
LuaContextInfo& info = *luaContextInfo[uid];
lua_State* L = info.L;
if(!L)
return;
Record* cur = recordList;
while(cur)
{
if(cur->key == key)
{
s_dbg_dataStart = cur->data;
s_dbg_dataSize = cur->size;
BinaryToLuaStack(L, cur->data, cur->size, itemsToLoad);
return;
}
cur = cur->next;
}
}
// saves part of the Lua stack (at the given index) into a record and does NOT pop anything
void LuaSaveData::SaveRecordPartial(int uid, unsigned int key, int idx)
{
LuaContextInfo& info = *luaContextInfo[uid];
lua_State* L = info.L;
if(!L)
return;
if(idx < 0)
idx += lua_gettop(L)+1;
Record* cur = new Record();
cur->key = key;
cur->next = NULL;
if(idx <= lua_gettop(L))
{
std::vector<unsigned char> output;
output.push_back(luaBinaryMajorVersion);
output.push_back(luaBinaryMinorVersion);
LuaStackToBinaryConverter(L, idx, output);
unsigned char* rv = new unsigned char [output.size()];
memcpy(rv, &output.front(), output.size());
cur->size = (int)output.size();
cur->data = rv;
}
if(cur->size <= 0)
{
delete cur;
return;
}
Record* last = recordList;
while(last && last->next)
last = last->next;
if(last)
last->next = cur;
else
recordList = cur;
}
void fwriteint(unsigned int value, FILE* file)
{
for(int i=0;i<4;i++)
{
int w = value & 0xFF;
fwrite(&w, 1, 1, file);
value >>= 8;
}
}
void freadint(unsigned int& value, FILE* file)
{
int rv = 0;
for(int i=0;i<4;i++)
{
int r = 0;
fread(&r, 1, 1, file);
rv |= r << (i*8);
}
value = rv;
}
// writes all records to an already-open file
void LuaSaveData::ExportRecords(void* fileV) const
{
FILE* file = (FILE*)fileV;
if(!file)
return;
Record* cur = recordList;
while(cur)
{
fwriteint(cur->key, file);
fwriteint(cur->size, file);
fwrite(cur->data, cur->size, 1, file);
cur = cur->next;
}
}
// reads records from an already-open file
void LuaSaveData::ImportRecords(void* fileV)
{
FILE* file = (FILE*)fileV;
if(!file)
return;
ClearRecords();
Record rec;
Record* cur = &rec;
Record* last = NULL;
while(1)
{
freadint(cur->key, file);
freadint(cur->size, file);
if(feof(file) || ferror(file))
break;
cur->data = new unsigned char [cur->size];
fread(cur->data, cur->size, 1, file);
Record* next = new Record();
memcpy(next, cur, sizeof(Record));
next->next = NULL;
if(last)
last->next = next;
else
recordList = next;
last = next;
}
}
void LuaSaveData::ClearRecords()
{
Record* cur = recordList;
while(cur)
{
Record* del = cur;
cur = cur->next;
delete[] del->data;
delete del;
}
recordList = NULL;
}
void DontWorryLua() // everything's going to be OK
{
std::map<int, LuaContextInfo*>::const_iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::const_iterator end = luaContextInfo.end();
while(iter != end)
{
dontworry(*iter->second);
++iter;
}
}
void EnableStopAllLuaScripts(bool enable)
{
g_stopAllScriptsEnabled = enable;
}
void StopAllLuaScripts()
{
if(!g_stopAllScriptsEnabled)
return;
std::map<int, LuaContextInfo*>::const_iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::const_iterator end = luaContextInfo.end();
while(iter != end)
{
int uid = iter->first;
LuaContextInfo& info = *iter->second;
bool wasStarted = info.started;
StopLuaScript(uid);
info.restartLater = wasStarted;
++iter;
}
}
void RestartAllLuaScripts()
{
if(!g_stopAllScriptsEnabled)
return;
std::map<int, LuaContextInfo*>::const_iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::const_iterator end = luaContextInfo.end();
while(iter != end)
{
int uid = iter->first;
LuaContextInfo& info = *iter->second;
if(info.restartLater || info.started)
{
info.restartLater = false;
RunLuaScriptFile(uid, info.lastFilename.c_str());
}
++iter;
}
}
// sets anything that needs to depend on the total number of scripts running
void RefreshScriptStartedStatus()
{
int numScriptsStarted = 0;
std::map<int, LuaContextInfo*>::const_iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::const_iterator end = luaContextInfo.end();
while(iter != end)
{
LuaContextInfo& info = *iter->second;
if(info.started)
numScriptsStarted++;
++iter;
}
frameadvSkipLagForceDisable = (numScriptsStarted != 0); // disable while scripts are running because currently lag skipping makes lua callbacks get called twice per frame advance
g_numScriptsStarted = numScriptsStarted;
}
// sets anything that needs to depend on speed mode or running status of scripts
void RefreshScriptSpeedStatus()
{
g_anyScriptsHighSpeed = false;
std::map<int, LuaContextInfo*>::const_iterator iter = luaContextInfo.begin();
std::map<int, LuaContextInfo*>::const_iterator end = luaContextInfo.end();
while(iter != end)
{
LuaContextInfo& info = *iter->second;
if(info.running)
if(info.speedMode == SPEEDMODE_TURBO || info.speedMode == SPEEDMODE_MAXIMUM)
g_anyScriptsHighSpeed = true;
++iter;
}
}
};